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[general]
#Whether all players should get an Animal Dictionary when joining the world for the first time.
giveBookOnStartup = false
#Lava Opacity for the Lava Vision Potion.
#Range: 0.01 ~ 1.0
lavaVisionOpacity = 0.65
#Whether to disable certain aspects of the Lava Vision Potion. Enable if issues with shaders persist.
shadersCompat = false
#Whether bananas should drop from blocks tagged with #alexsmobs:drops_bananas
bananasDropFromLeaves = true
#1 out of this number chance for leaves to drop a banana when broken. Fortune is automatically factored in
#Range: > 0
bananaChance = 200
#Whether spiders should target fly mobs.
spidersAttackFlies = true
#Whether wolves should target moose mobs.
wolvesAttackMoose = true
#Whether polar bears should target seal mobs.
polarBearsAttackSeals = true
#Whether cats, ocelots and foxes should target jerboa mobs.
catsAndFoxesAttackJerboas = true
#Whether dolphins should target flying fish mobs.
dolphinsAttackFlyingFish = true
#Whether lava can be bottled with a right click of a glass bottle.
lavaBottleEnabled = true
#Whether bone serpents are neutral or hostile.
neutralBoneSerpents = false
#Whether mimicubes spawns should be restricted solely to the end city structure or to whatever biome is specified in their respective biome config.
mimicubeSpawnInEndCity = true
#Whether mimicream can be used to duplicate items.
mimicreamRepair = true
#Blacklist for items that mimicream cannot make a copy of. Ex: "minecraft:stone_sword", "alexsmobs:blood_sprayer"
mimicreamBlacklist = ["alexsmobs:blood_sprayer", "alexsmobs:hemolymph_blaster"]
#Whether wild raccoons steal food from chests.
raccoonStealFromChests = true
#Whether fish oil gives players a special levitation effect.
fishOilMeme = true
#Whether soul vulture spawns should be restricted solely to the nether fossil structure or to whatever biome is specified in their respective biome config.
soulVultureSpawnOnFossil = true
#Whether acacia blossoms should drop from blocks tagged with #alexsmobs:drops_acacia_blossoms
acaciaBlossomsDropFromLeaves = true
#Whether wandering traders offer items like acacia blossoms, mosquito larva, crocodile egg, etc.
wanderingTraderOffers = true
#0 = no mungus biome transformation. 1 = mungus changes blocks, but not chunk's biome. 2 = mungus transforms blocks and biome of chunk.
#Range: 0 ~ 2
mungusBiomeTransformationType = 2
#List of all mungus mushrooms, biome transformations and surface blocks. Each is seperated by a |. Add an entry with a block registry name, biome registry name, and block registry name(for the ground).
mungusBiomeMatches = ["minecraft:red_mushroom|minecraft:mushroom_fields|minecraft:mycelium", "minecraft:brown_mushroom|minecraft:mushroom_fields|minecraft:mycelium", "minecraft:crimson_fungus|minecraft:crimson_forest|minecraft:crimson_nylium", "minecraft:warped_fungus|minecraft:warped_forest|minecraft:warped_nylium"]
#Whether guster spawns are limited to when it is raining/thundering.
limitGusterSpawnsToWeather = true
#Whether Crimson Mosquitoes can transform into Warped Moscos if attacking a Mungus or any listed creature.
warpedMoscoTransformation = true
#List of extra(non mungus) mobs that will trigger a crimson mosquito to become a warped mosquito. Ex: "minecraft:mooshroom", "alexsmobs:warped_toad"
warpedMoscoMobTriggers = [""]
#True if straddleboard enchants are enabled.
straddleboardEnchants = true
#Whether emu should target skeletons.
emuTargetSkeletons = true
#Percent chance for emu leggings to dodge projectile attacks.
#Range: 0.0 ~ 1.0
emuPantsDodgeChance = 0.45
#Whether cachalots can destroy wood blocks if angry.
cachalotDestruction = true
#Relative volume of cachalot whales compared to other animals. Note that irl they are the loudest animal. Turn this down if you find their clicks annoying.
#Range: 0.0 ~ 10.0
cachalotVolume = 3.0
#Percent chance for fungus to grow per each leaf a leafcutter ant returns to the colony.
#Range: 0.0 ~ 1.0
leafcutterAntFungusGrowChance = 0.3
#How many feedings of leaves does a leafcutter colony need in order to regain a worker ant, if below half the max members.
#Range: 2 ~ 100000
leafcutterAntRepopulateFeedings = 25
#Max number of ant entities allowed inside a leafcutter anthill.
#Range: 2 ~ 100000
leafcutterAntColonySize = 10
#Percent chance for leafcutter ants to break leaves blocks when harvesting. Set to zero so that they can not break any blocks.
#Range: 0.0 ~ 1.0
leafcutterAntBreakLeavesChance = 0.2
#Makes eagles teleport back to their owner if they get stuck during controlled flight. Useful for when playing with the Optifine mod, since this mod is the fault of many issues with the falconry system.
falconryTeleportsBack = false
#Makes Tarantula Hawks fireproof, perfect if you also want these guys to spawn in the nether.
fireproofTarantulaHawk = false
#List of dimensions in which spawning void worms via mysterious worm items is allowed.
voidWormSpawnDimensions = ["minecraft:the_end"]
#All void worm damage is scaled to this.
#Range: 0.0 ~ 100.0
voidWormDamageModifier = 1.0
#Max Health of the void worm boss.
#Range: 0.0 ~ 1000000.0
voidWormMaxHealth = 160.0
#Whether the void worm boss is summonable or not, via the mysterious worm item.
voidWormSummonable = true
#Whether seagulls should steal food out of players' hotbar slots.
seagullStealing = true
#List of items that seagulls cannot take from players.
seagullStealingBlacklist = []
#Whether the Clinging Potion effect should flip the screen. Warning: may cause nausea.
clingingFlipEffect = false
#Percent chance of getting Pigshoes from Piglin Bartering. Set to zero to disable.
#Range: 0.0 ~ 1.0
tusklinShoesBarteringChance = 0.02500000037252903
#The visual zoom of the rainbow pattern on the rainbow glass block. Higher number = bigger pattern.
#Range: 1.0 ~ 10000.0
rainbowGlassFidelity = 16.0
#Whether Rabbits can transform into Bunfungus if fed Mungal spores.
bunfungusTransformation = true
#True if some Alex's Mobs items should spawn in loot chests.
addLootToChests = true
#List of items that cannot be put in a Transmuting Table.
transmutationBlacklist = ["minecraft:beacon"]
#True if transmutation tables should not have the ability to pick up new items to transmute, and only give options from the loot tables.
limitTransmutingToLootTables = false
#True if transmutation tables can explode when broken.
transmutingTableExplodes = true
#The experience, in levels, that each transmutation of a stack takes in the transmuting table.
#Range: 0 ~ 100000
transmutingExperienceCost = 3
#The step value multiplied by the log of the stack size when transmuting an item, used to determine its weight for appearing in future transmutation possibilities. Higher number = more likely to appear.
#Range: 1.0 ~ 10000.0
transmutingWeightAddStep = 3.0
#The step value that an item looses when selecting it as the transmutation result. Keep this number higher than the one above for balance reasons. Higher number = less likely to appear after transmuting multiple times.
#Range: 1.0 ~ 10000.0
transmutingWeightRemoveStep = 4.0
#True if skreechers can summon a new warden, when applicable.
skreechersSummonWarden = true
#The distance in blocks that will cause an underminer to dissapear when approached by a player.
#Range: 1.0 ~ 10000.0
underminerDisappearDistance = 8.0
#Whether wild crows steal crops from farmland.
crowsStealCrops = true
[general.spawning]
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
grizzlyBearSpawnWeight = 8
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
grizzlyBearSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
roadrunnerSpawnWeight = 9
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
roadrunnerSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
boneSerpentSpawnWeight = 8
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
boneSeprentSpawnRolls = 40
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
gazelleSpawnWeight = 40
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
gazelleSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
crocodileSpawnWeight = 20
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
crocSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
flySpawnWeight = 3
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
flySpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
hummingbirdSpawnWeight = 19
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
hummingbirdSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
orcaSpawnWeight = 2
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
orcaSpawnRolls = 6
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
sunbirdSpawnWeight = 5
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
sunbirdSpawnRolls = 6
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
gorillaSpawnWeight = 25
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
gorillaSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
crimsonMosquitoSpawnWeight = 15
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
crimsonMosquitoSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
rattlesnakeSpawnWeight = 12
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
rattlesnakeSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
endergradeSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
endergradeSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
hammerheadSharkSpawnWeight = 8
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
hammerheadSharkSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
lobsterSpawnWeight = 7
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
lobsterSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
komodoDragonSpawnWeight = 16
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
komodoDragonSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
capuchinMonkeySpawnWeight = 28
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
capuchinMonkeySpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
caveCentipedeSpawnWeight = 8
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
caveCentipedeSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
warpedToadSpawnWeight = 30
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
warpedToadSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
mooseSpawnWeight = 9
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
mooseSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
mimicubeSpawnWeight = 40
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
mimicubeSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
raccoonSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
raccoonSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
blobfishSpawnWeight = 30
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
blobfishSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
sealSpawnWeight = 20
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
sealSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
cockroachSpawnWeight = 4
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
cockroachSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
shoebillSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
shoebillSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
elephantSpawnWeight = 30
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
elephantSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
soulVultureSpawnWeight = 30
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
soulVultureSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
snowLeopardSpawnWeight = 18
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
snowLeopardSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
spectreSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
spectreSpawnRolls = 5
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
crowSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
crowSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
alligatorSnappingTurtleSpawnWeight = 20
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
alligatorSnappingTurtleSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
mungusSpawnWeight = 4
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
mungusSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
mantisShrimpSpawnWeight = 15
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
mantisShrimpSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
gusterSpawnWeight = 35
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
gusterSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn. NOTE: By default the warped mosco doesn't spawn in any biomes.
#Range: 0 ~ 1000
warpedMoscoSpawnWeight = 1
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
warpedMoscoSpawnRolls = 1000
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
straddlerSpawnWeight = 70
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
straddlerSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
stradpoleSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
stradpoleSpawnRolls = 3
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
emuSpawnWeight = 20
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
emuSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
platypusSpawnWeight = 20
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
platypusSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
dropbearSpawnWeight = 19
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
dropbearSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
tasmanianDevilSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
tasmanianDevilSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
kangarooSpawnWeight = 25
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
kangarooSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
cachalotWhaleSpawnWeight = 2
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
cachalotWhaleSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
enderiophageSpawnWeight = 4
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
enderiophageSpawnRolls = 2
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
baldEagleSpawnWeight = 15
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
baldEagleSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
tigerSpawnWeight = 30
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
tigerSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
tarantulaHawkSpawnWeight = 6
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
tarantulaHawkSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
voidWormSpawnWeight = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
voidWormSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
frilledSharkSpawnWeight = 11
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
frilledSharkSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
mimicOctopusSpawnWeight = 9
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
mimicOctopusSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
seagullSpawnWeight = 21
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
seagullSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
froststalkerSpawnWeight = 20
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
froststalkerSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
tusklinSpawnWeight = 18
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
tusklinSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
laviathanSpawnWeight = 15
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
laviathanSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
cosmawSpawnWeight = 9
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
cosmawSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
toucanSpawnWeight = 23
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
toucanSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
manedWolfSpawnWeight = 8
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
manedWolfSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
anacondaSpawnWeight = 12
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
anacondaSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
anteaterSpawnWeight = 7
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
anteaterSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
rockyRollerSpawnWeight = 60
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
rockyRollerSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
flutterSpawnWeight = 13
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
flutterSpawnRolls = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
geladaMonkeySpawnWeight = 5
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
geladaMonkeySpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
jerboaSpawnWeight = 12
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
jerboaSpawnRolls = 2
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
terrapinSpawnWeight = 4
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
terrapinSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
combJellySpawnWeight = 5
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
combJellySpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
cosmicCodSpawnWeight = 5
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
cosmicCodSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
bunfungusSpawnWeight = 3
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
bunfungusSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
bisonSpawnWeight = 9
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
bisonSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
giantSquidSpawnWeight = 3
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
giantSquidSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn (NOTE: this mob spawns are restricted exclusively to one chunk, see below)
#Range: 0 ~ 1000
devilsHolePupfishSpawnWeight = 23
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning (NOTE: this mob spawns are restricted exclusively to one chunk, see below)
#Range: > 0
devilsHolePupfishSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
catfishSpawnWeight = 4
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
catfishSpawnRolls = 2
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
flyingFishSpawnWeight = 8
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
flyingFishSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
skelewagSpawnWeight = 15
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
skelewagSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
rainFrogSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
rainFrogSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
potooSpawnWeight = 15
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
potooSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
mudskipperSpawnWeight = 28
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
mudskipperSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
rhinocerosSpawnWeight = 24
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
rhinocerosSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
sugarGliderSpawnWeight = 15
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
sugarGliderSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
farseerSpawnWeight = 30
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
farseerSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
skreecherSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
skreecherSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
underminerSpawnWeight = 50
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
underminerSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
murmurSpawnWeight = 5
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
murmurSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
skunkSpawnWeight = 7
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
skunkSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
bananaSlugSpawnWeight = 14
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
bananaSlugSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
blueJaySpawnWeight = 16
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
blueJaySpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
caimanSpawnWeight = 29
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
caimanSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
triopsSpawnWeight = 8
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
triopsSpawnRolls = 0
[general.spawning.uniqueSpawning]
#Maximum world y-level that cave centipedes can spawn at
#Range: -64 ~ 320
caveCentipedeSpawnHeight = 0
#Maximum world y-level that blobfish can spawn at
#Range: -64 ~ 320
blobfishSpawnHeight = 25
#Whether to enable beached cachalot whales to spawn on beaches during thunder storms.
beachedCachalotWhales = true
#Percent chance increase for each failed attempt to spawn a beached cachalot whale. Higher value = more spawns.
#Range: 0 ~ 100
beachedCachalotWhaleSpawnChance = 5
#Delay (in ticks) between attempts to spawn beached cachalot whales. Default is a single day. Works like wandering traders.
#Range: > 0
beachedCachalotWhaleSpawnDelay = 24000
#Percent chance for leafcutter anthills to spawn as world gen in each chunk. Set to zero to disable spawning.
#Range: 0.0 ~ 1.0
leafcutterAnthillSpawnChance = 0.004999999888241291
#Minimum world y-level that gelada monkeys can spawn at
#Range: -64 ~ 320
geladaMonkeySpawnRolls = 0
#Whether to restrict all pupfish spawns to one chunk (similar to real life) or have them only obey their spawn config.
restrictPupfishSpawns = true
#The maximum distance a pupfish spawn chunk is from world spawn(0, 0) in blocks.
#Range: 2 ~ 1000000000
pupfishChunkSpawnDistance = 2000
#Whether to restrict all skelewag spawns to shipwreck structures.
restrictSkelewagSpawns = true
#Whether to restrict all farseer spawns to near the world border.
restrictFarseerSpawns = true
#Whether to restrict all underminer spawns to abandoned mineshafts.
restrictUnderminerSpawns = true
#The maximum distance a farseer can spawn from the world border.
#Range: 2 ~ 1000000000
farseerBorderSpawnDistance = 100
#Maximum world y-level that murmur can spawn at
#Range: -64 ~ 320
murmurSpawnHeight = -30
[general.spawning.uniqueSpawning.dangerZone]
#Its been so long...
superSecretSettings = false

193
config/almostunified/unify.json Executable file
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{
"modPriorities": [
"minecraft",
"kubejs",
"crafttweaker",
"create",
"thermal",
"alltheores",
"immersiveengineering",
"mekanism",
"croptopia",
"delightful",
"caupona"
],
"stoneStrata": [
"stone",
"nether",
"deepslate",
"granite",
"diorite",
"andesite"
],
"tags": [
"forge:nuggets/{material}",
"forge:dusts/{material}",
"forge:gears/{material}",
"forge:gems/{material}",
"forge:ingots/{material}",
"forge:raw_materials/{material}",
"forge:ores/{material}",
"forge:plates/{material}",
"forge:rods/{material}",
"forge:wires/{material}",
"forge:storage_blocks/{material}",
"forge:storage_blocks/raw_{material}",
"forge:jams/{material}",
"forge:fruits/{material}",
"forge:bread/{material}",
"forge:fiber/{material}",
"forge:crops/{material}",
"forge:seeds/{material}",
"forge:grain/{material}",
"forge:tomato_sauces",
"forge:bacon",
"forge:cheeseburgers",
"forge:hamburgers",
"forge:string",
"forge:cheese",
"forge:peanut_butter_and_jam",
"forge:dough",
"forge:steamed_rices",
"forge:rubber"
],
"materials": [
"aeternium",
"aluminum",
"amber",
"apatite",
"bitumen",
"brass",
"bronze",
"charcoal",
"chrome",
"cinnabar",
"coal",
"coal_coke",
"cobalt",
"constantan",
"copper",
"diamond",
"electrum",
"elementium",
"emerald",
"enderium",
"fluorite",
"gold",
"graphite",
"invar",
"iridium",
"iron",
"lapis",
"lead",
"lumium",
"mithril",
"netherite",
"nickel",
"obsidian",
"osmium",
"peridot",
"platinum",
"potassium_nitrate",
"ruby",
"sapphire",
"signalum",
"silver",
"steel",
"sulfur",
"tin",
"tungsten",
"uranium",
"zinc",
"ender_pearl",
"lettuce",
"peanut",
"tomato",
"banana",
"onion",
"grape",
"corn",
"flax",
"cabbage",
"strawberry",
"hops",
"bell_pepper",
"rice",
"tea",
"barley",
"coffee_beans",
"apple",
"fig"
],
"priorityOverrides": {
"forge:cheese": "thermal",
"forge:crops/rice": "farmersdelight",
"forge:crops/tea": "herbalbrews"
},
"customTags": {
"forge:plastic": ["thermal:cured_rubber"],
"forge:rubber": ["thermal:cured_rubber", "industrialforegoing:plastic"],
"forge:tomato_sauces": ["thermal:tomato_sauce", "farmersdelight:tomato_sauce"],
"forge:jams": ["thermal:jelly"],
"forge:jams/peanut": ["croptopia:peanut_butter", "thermal:peanut_butter"],
"forge:bacon": ["croptopia:cooked_bacon", "farmersdelight:cooked_bacon"],
"forge:bread": ["minecraft:bread", "croptopia:corn_bread"],
"forge:bread/corn": ["croptopia:corn_bread"],
"forge:cheeseburgers": ["delightful:cheeseburger"],
"forge:hamburgers": ["farmersdelight:hamburger"],
"forge:string": ["minecraft:string"],
"forge:cheese": ["thermal:cheese_wedge", "croptopia:cheese"],
"forge:salad_ingredients": ["croptopia:lettuce"],
"croptopia:beef_replacements": ["farmersdelight:beef_patty", "farmersdelight:minced_beef"],
"forge:hoppers": ["minecraft:hopper", "everythingcopper:copper_hopper", "everythingcopper:waxed_copper_hopper", "everythingcopper:exposed_copper_hopper", "everythingcopper:waxed_exposed_copper_hopper", "everythingcopper:oxidized_copper_hopper", "everythingcopper:waxed_oxidized_copper_hopper", "everythingcopper:weathered_copper_hopper", "everythingcopper:waxed_weathered_copper_hopper"],
"forge:peanut_butter_and_jam": ["thermal:pbj_sandwich"],
"forge:steamed_rices": ["doggytalents:rice_bowl", "farmersdelight:cooked_rice", "sushigocrafting:cooked_rice"],
"forge:pasta": ["croptopia:noodle", "croptopia:ravioli"],
"forge:fruit": ["caupona:fig"],
"forge:fruits/fig": ["caupona:fig"],
"candlelight:pasta": ["croptopia:noodle"],
"forge:crops/tea_leaves": ["delightful:green_tea_leaf", "thermal:tea"],
"forge:crops/lettuce": ["croptopia:sea_lettuce"],
"forge:crops/tea": ["herbalbrews:green_tea_leaf"],
"forge:crops/rice": ["thermal:rice", "doggytalents:uncooked_rice", "sushigocrafting:rice"],
"forge:crops/fig": ["caupona:fig"],
"forge:crops/coffee_beans": ["herbalbrews:coffee_beans"],
"forge:grain/rice": ["thermal:rice", "doggytalents:uncooked_rice", "sushigocrafting:rice" ],
"forge:storage_blocks/rice": ["farmersdelight:rice_bag"],
"forge:storage_blocks/tea": ["herbalbrews:tea_leaf_crate"],
"forge:storage_blocks/apple": ["vinery:apple_bag"],
"forge:saplings/apple": ["vinery:apple_tree_sapling"],
"vinery:red_grape": ["croptopia:grape"],
"forge:seeds/coffee_beans": ["herbalbrews:wild_coffee_plant"],
"forge:seeds/strawberry": ["bakery:strawberry_seeds"],
"forge:seeds/barley": ["brewery:barley_seeds"],
"forge:seeds/tomato": ["candlelight:tomato_seeds"],
"forge:seeds/lettuce": ["candlelight:lettuce_seeds"],
"thermal:crafting/dies": ["ae2:silicon_press", "ae2:engineering_processor_press", "ae2:calculation_processor_press", "ae2:logic_processor_press"]
},
"tagOwnerships": {
"forge:crops/bell_pepper": ["forge:crops/bellpepper"],
"forge:crops/tea": ["forge:tea_leaves", "forge:crops/tea_leaves"],
"forge:seeds/rice": ["forge:rice_seeds", "forge:seeds/rice_seeds"],
"forge:grain/rice": ["forge:rice", "forge:crops/rice"],
"forge:grain/corn": ["forge:crops/corn"]
},
"itemTagInheritanceMode": "ALLOW",
"itemTagInheritance": {},
"blockTagInheritanceMode": "ALLOW",
"blockTagInheritance": {},
"ignoredTags": [],
"ignoredItems": [],
"ignoredRecipeTypes": [
"cucumber:shaped_tag"
],
"ignoredRecipes": [],
"itemsHidingJeiRei": true
}

146
config/apotheosis/adventure.cfg Executable file
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# File Specification: https://gist.github.com/Shadows-of-Fire/88ac714a758636c57a52e32ace5474c1
# Apotheosis Adventure Module Config
affixes {
# A list of type overrides for the affix loot system. Format is <itemname>|chance|<type>.
# Valid types are: none, sword, trident, shield, heavy_weapon, pickaxe, shovel, crossbow, bow
# Default: [minecraft:iron_sword|sword], [minecraft:shulker_shell|none]
S:"Equipment Type Overrides" <
minecraft:iron_sword|sword
minecraft:shulker_shell|none
>
# The chance that a naturally spawned mob will be granted an affix item. 0 = 0%, 1 = 100%
# Default: 0.075; Range: [0.0 ~ 1.0]
S:"Random Affix Chance"=0.075
# The chance that a mob will drop a gem. 0 = 0%, 1 = 100%
# Default: 0.045; Range: [0.0 ~ 1.0]
S:"Gem Drop Chance"=0.045
# The flat bonus chance that bosses have to drop a gem, added to Gem Drop Chance. 0 = 0%, 1 = 100%
# Default: 0.33; Range: [0.0 ~ 1.0]
S:"Gem Boss Bonus"=0.33
# If affixes that cleave can hit players (excluding the user).
# Default: false
B:"Cleave Players"=false
# Loot Rules, in the form of Loot Table Matchers, permitting affix items to spawn in loot tables.
# The format for these is domain:pattern|chance and domain is optional. Domain is a modid, pattern is a regex string, and chance is a float 0..1 chance for the item to spawn in any matched tables.
# If you omit the domain, the format is pattern|chance, and the matcher will run for all domains.
# The pattern MUST be a valid regex string, and should match the paths of desired loot tables under the specified domain. Note: "Match Any Character" is ".*" (dot star) and not "*" (star).
# If there is a match, an item has a chance to spawn in that loot table.
# Default: [minecraft:chests.*|0.35], [.*chests.*|0.3], [twilightforest:structures.*|0.3]
S:"Affix Item Loot Rules" <
minecraft:chests.*|0.35
.*chests.*|0.3
twilightforest:structures.*|0.3
>
# Loot Rules, in the form of Loot Table Matchers, permitting affixes to be added to any valid item. Here, the chance refers to the chance an item receives affixes. See comment on "Affix Item Loot Rules" for description.
# Default: [.*blocks.*|0], [.*|0.35]
S:"Affix Convert Loot Rules" <
.*blocks.*|0
.*|0.35
>
# Dimensional rarities for affix conversion (see "Affix Convert Loot Rules"), in the form of dimension|min|max. A dimension not listed uses all rarities.
# Default: [overworld|common|rare], [the_nether|uncommon|epic], [the_end|rare|mythic], [twilightforest:twilight_forest|uncommon|epic]
S:"Affix Convert Rarities" <
overworld|common|rare
the_nether|uncommon|epic
the_end|rare|mythic
twilightforest:twilight_forest|uncommon|epic
>
# If Quark's Attribute Tooltip handling is disabled for affix items
# Default: true
B:"Disable Quark Tooltips for Affix Items"=true
# The item that will be used when attempting to place torches with the torch placer affix. Must be a valid item that places a block on right click.
# Default: minecraft:torch
S:"Torch Placement Item"=minecraft:torch
}
gems {
# Loot Rules, in the form of Loot Table Matchers, permitting gems to spawn in loot tables. See comment on "Affix Item Loot Rules" for description.
# Default: [minecraft:chests.*|0.25], [.*chests.*|0.20], [twilightforest:structures.*|0.20]
S:"Gem Loot Rules" <
minecraft:chests.*|0.25
.*chests.*|0.20
twilightforest:structures.*|0.20
>
# Dimensional rarities for gem drops, in the form of dimension|min|max. A dimension not listed uses all rarities.
# Default: [overworld|common|mythic], [the_nether|uncommon|mythic], [the_end|rare|mythic], [twilightforest:twilight_forest|uncommon|mythic]
S:"Gem Dimensional Rarities" <
overworld|common|mythic
the_nether|uncommon|mythic
the_end|rare|mythic
twilightforest:twilight_forest|uncommon|mythic
>
}
bosses {
# If boss items are always cursed. Enable this if you want bosses to be less overpowered by always giving them a negative effect.
# Default: false
B:"Curse Boss Items"=false
# The range at which boss spawns will be announced. If you are closer than this number of blocks (ignoring y-level), you will receive the announcement.
# Default: 96.0; Range: [0.0 ~ 1024.0]
S:"Boss Announce Range"=64.0
# The volume of the boss announcement sound. 0 to disable. This control is clientside.
# Default: 0.75; Range: [0.0 ~ 1.0]
S:"Boss Announce Volume"=0.45
# If the boss announcement range ignores y-level.
# Default: false
B:"Boss Announce Ignore Y"=false
# The time, in ticks, that must pass between any two natural boss spawns in a single dimension.
# Default: 3600; Range: [0 ~ 720000]
# 18000 = 15 minutes
I:"Boss Spawn Cooldown"=18000
# If true, invading bosses will automatically target the closest player.
# Default: false
B:"Boss Auto-Aggro"=true
# If true, bosses will glow when they spawn.
# Default: true
B:"Boss Glowing On Spawn"=true
# Dimensions where bosses can spawn naturally, spawn chance, and spawn rules.
# Format is dimname|chance|rule, chance is a float from 0..1.
# Valid rules are visible here https://github.com/Shadows-of-Fire/Apotheosis/blob/1.19/src/main/java/shadows/apotheosis/adventure/boss/BossEvents.java#L174C27-L174C27
# Default: [minecraft:overworld|0.018|NEEDS_SKY], [minecraft:the_nether|0.025|ANY], [minecraft:the_end|0.018|SURFACE_OUTER_END], [twilightforest:twilight_forest|0.05|NEEDS_SURFACE]
S:"Boss Spawn Dimensions" <
minecraft:overworld|0.018|NEEDS_SKY
minecraft:the_nether|0.025|ANY
minecraft:the_end|0.018|SURFACE_OUTER_END
twilightforest:twilight_forest|0.05|NEEDS_SURFACE
>
}
worldgen {
# The dimensions that the deadly module will generate in.
# Default: [overworld]
S:"Generation Dimension Whitelist" <
overworld
>
}
spawners {
# The chance that a Rogue Spawner has a "valuable" chest instead of a standard one. 0 = 0%, 1 = 100%
# Default: 0.11; Range: [0.0 ~ 1.0]
S:"Spawner Value Chance"=0.11
}

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# File Specification: https://gist.github.com/Shadows-of-Fire/88ac714a758636c57a52e32ace5474c1
# Apotheosis Module Control
# This file allows individual modules of Apotheosis to be enabled or disabled.
# Changes will have no effect until the next game restart.
# This file must match on client and server.
general {
# If the enchantment module is enabled.
# Default: true
B:"Enable Enchantment Module"=true
# If the adventure module is loaded.
# Default: true
B:"Enable Adventure Module"=true
# If the spawner module is enabled.
# Default: true
B:"Enable Spawner Module"=true
# If the potion module is loaded.
# Default: true
B:"Enable Potion Module"=true
# If the village module is loaded.
# Default: true
B:"Enable Village Module"=true
# If the garden module is loaded.
# Default: true
B:"Enable Garden Module"=true
# If the Chronicle of Shadows is given to new players.
# Default: true
B:"Give Book on First Join"=false
}

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{
"content": {
"basic_primordeal_grist": {
"type": "item",
"content": "kubejs:grist_primordeal_basic",
"amount": {
"min": 1,
"max": 128
},
"unitWorth": 1000
}
}
}

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{
"content": {
"basic_primordeal_grist": {
"type": "item",
"content": "kubejs:grist_primordeal_basic",
"amount": {
"min": 1,
"max": 64
},
"unitWorth": 1000
}
}
}

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#If true, a cow can be squished into a Milk Jar by dropping an anvil on top.
cowJarEnabled = true
#The amount of milk the cow in a jar generates per tick.
#Range: > -2147483648
cowJarMilkPerTick = 1
#Ex Compressum compatibility. Multiplier applied to the milk per tick for Compressed Cow in a Jar.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
compressedCowJarMilkMultiplier = 9.0
#Set this to true if you'd like the sink to require water to be piped in, instead of providing infinite of it.
sinkRequiresWater = true
#Enabling this will make the kitchen counters have twice as much inventory space.
largeCounters = false
#Set this to true if you'd like to disallow automation of the oven (pipes and such won't be able to insert/extract)
disallowOvenAutomation = false
#The fuel multiplier for the cooking oven. Higher values means fuel lasts longer, 1.0 is furnace default.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
ovenFuelTimeMultiplier = 0.33000001311302185
#The cooking time multiplier for the cooking oven. Higher values means it will take longer.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
ovenCookTimeMultiplier = 1.0
#Set this to true if you'd like the oven to only accept cooking oil as fuel (requires Pam's Harvestcraft)
ovenRequiresCookingOil = false
#Set to false if you don't want ingredients to be marked with a special icon in the recipe book.
showIngredientIcon = true
#Toasting toasted bread again will turn into charcoal (only if no other mod adding toast is present). Set to false to disable.
allowVeryToastedBread = true

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"Enable Animals" = true
"Enable Blazes" = true
"Enable Creepers" = true
"Enable Drowneds" = true
"Enable Endermen" = true
"Enable Ghasts" = true
"Enable Pets" = true
"Enable Mobs" = true
"Enable Illagers" = true
"Enable Shulkers" = true
"Enable Bugs" = true
"Enable Skeletons" = true
"Enable Slimes" = true
"Enable Spiders" = true
"Enable Villagers" = true
"Enable Witches" = true
"Enable Warden" = true
[Witches]
#Witches flee from the target.
"Enable Witch Flee Target" = true
#Witches drink more potions.
"Enable Thirsty Witches" = true
#Witches throw potions farther, faster and more potion types. Also no longer chase player if they can't see him. Use the enhancedai:better_potion_throwing entity type tag to add more witches that are affected by this feature.
"Enable Witch Potion Throwing" = true
#Witches summon Villagers and cast a lightning upon them.
"Enable Dark Arts Witches" = true
#Witches flee from the target.
[Witches."Witch Flee Target"]
#Chance for a Witch to spawn with the ability to avoid the player
#Range: 0.0 ~ 1.0
"Avoid Player chance" = 1.0
#Chance for a Witch to be able to throw potions while running from a player
#Range: 0.0 ~ 1.0
"Attack When Avoiding Chance" = 0.5
#Distance from a player that will make the Witch run away.
#Range: 0.0 ~ 32.0
"Flee Distance Far" = 13.0
#Distance from a player that counts as near and will make the Witch run away faster.
#Range: 0.0 ~ 32.0
"Flee Distance Near" = 7.0
#Speed multiplier when the Witch avoids the player and it's farther than 'Flee Distance Near' blocks from him.
#Range: 0.0 ~ 4.0
"Flee speed Multiplier Far" = 1.0
#Speed multiplier when the Witch avoids the player and it's within 'Flee Distance Near' blocks from him.
#Range: 0.0 ~ 4.0
"Flee speed Multiplier Near" = 1.1
#Witches drink more potions.
[Witches."Thirsty Witches"]
#Chance for a witch to drink a healing potion when not full health. Defaults to Vanilla
#Range: 0.0 ~ 1.0
"Healing Chance" = 0.05
#Below this percentage health, witches will try to drink healing potions.
#Range: 0.0 ~ 1.0
"Healing Threshold" = 0.7
#Below this percentage health, witches will drink strong healing potions instead of normal ones.
#Range: 0.0 ~ 1.0
"Strong healing Threshold" = 0.4
#Chance each tick for a witch to drink a water breathing potion when in water and air meter is at half. Vanilla is 15% and doesn't check the air meter.
#Range: 0.0 ~ 1.0
"Water Breathing Chance" = 1.0
#Chance each tick for a witch to drink a fire resistance potion when on fire. Vanilla is 15%.
#Range: 0.0 ~ 1.0
"Fire Resistance Chance" = 1.0
#Chance each tick for a witch to drink milk when they have a negative effect.
#Range: 0.0 ~ 1.0
"Drink Milk Chance" = 0.1
#A list of potions that the witch will drink as soon as the player is targeted. Note that witches can still drink other potions in different situations, refer to other config options. Format is effect_id,duration,amplifier. The potions are applied in order and witches will not drink the same potion if already has the effect.
"Potions on Target List" = ["minecraft:strong_swiftness", "minecraft:regeneration"]
#Witches throw potions farther, faster and more potion types. Also no longer chase player if they can't see him. Use the enhancedai:better_potion_throwing entity type tag to add more witches that are affected by this feature.
[Witches."Witch Potion Throwing"]
#Chance for the potions thrown by the Witch to be lingering.
#Range: 0.0 ~ 1.0
"Lingering Chance" = 0.15
#Chance for the Witch to throw another random potion right after she threw one.
#Range: 0.0 ~ 1.0
"Another Throw Chance" = 0.2
#If true, witches will throw a potion of slow falling at their feet when they're falling for more than 8 blocks.
"Use Slow Falling" = true
#When below this health percentage Witches will throw Invisibility potions at their feet.
#Range: 0.0 ~ 1.0
"Health Threshold Invisibility" = 0.4
#A list of potions that the witch can throw at enemies. Format is effect_id,duration,amplifier. The potions are thrown in order and witches will not throw the same potion if the target has already the effect.
"Bad Potions List" = ["minecraft:weakness", "minecraft:slowness", "minecraft:hunger,600,0", "minecraft:mining_fatigue,600,0", "minecraft:poison", "minecraft:blindness,120,0", "minecraft:strong_harming"]
#A list of potions that the witch can throw at allies (in raids). Format is effect_id,duration,amplifier. The potions are thrown in order and witches will not throw the same potion if the target has already the effect.
"Good Potions List" = ["minecraft:regeneration", "minecraft:swiftness", "minecraft:strength", "minecraft:healing"]
#Speed at which Witches throw potions (in ticks).
[Witches."Witch Potion Throwing"."Throw Speed"]
#Range: 1.0 ~ 1.7976931348623157E308
Minimum = 70.0
#Range: 1.0 ~ 1.7976931348623157E308
Maximum = 90.0
#Range at which Witches throw potions.
[Witches."Witch Potion Throwing"."Throw Range"]
#Range: 8.0 ~ 64.0
Minimum = 16.0
#Range: 8.0 ~ 64.0
Maximum = 24.0
[Witches."Witch Potion Throwing"."Apprentice Witch"]
#Chance for a Witch to be an apprentice. Apprentice Witches throw random potions instead of in order, and have a chance to throw a wrong (good) potion.
#Range: 0.0 ~ 1.0
Chance = 0.6
#Witches summon Villagers and cast a lightning upon them.
[Witches."Dark Arts Witches"]
#Chance for a witch to get the Dark Art AI (as soon as they have a target and are less than 10 blocks away from the target will summon a Villager and cast a lightning bolt on them
#Range: 0.0 ~ 1.0
"Dark Art Chance" = 0.333
[Warden]
"Enable Warden Attacking" = true
[Warden."Warden Attacking"]
#Multiplies max distance from target where warden can use the sonic boom. Vanilla is 15 horizontal and 20 vertical.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
"Sonic Boom range multiplier" = 3.0
#Multiplies the distance at which the darkness effect is applied.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
"Darkness range multiplier" = 2.0
[Villagers]
#Make villagers fight back. Use the enhancedai:villagers_can_attack entity type tag to add more villagers.
"Enable Villager Attacking" = true
#Make villagers fight back. Use the enhancedai:villagers_can_attack entity type tag to add more villagers.
[Villagers."Villager Attacking"]
#If true, when attacked, villagers will call other villagers for help and attack back. Attack damage can't be changed via config due to limitation so use mods like Mobs Properties Randomness to change the damage. Base damage is 4
"Villagers Fight back" = true
#If false villagers will not attack back monsters
"Villagers Fight back Enemies" = false
#Villagers will only attack players that have below this reputation (like Iron Golems by default). https://minecraft.wiki/w/Villager#Gossiping
#Range: > -2147483648
"Reputation for Fight back" = -100
#Movement speed multiplier when attacking
#Range: 0.0 ~ 4.0
"Movement Speed Multiplier" = 0.4
[Spiders]
#Makes spiders throw a web at a player, slowing them. Use the enhancedai:
"Enable Throwing Web" = true
#Various small changes to Spiders.
"Enable Miscellaneous" = true
#Makes spiders throw a web at a player, slowing them. Use the enhancedai:
[Spiders."Throwing Web"]
#Chance for a Spider to spawn with the ability to throw webs at the target.
#Range: 0.0 ~ 1.0
"Web Throw Chance" = 0.1
#After how many ticks will the cobweb placed by the web projectile be destroyed?
#Range: 0 ~ 6000
"Destroy Web After" = 100
#Damage when the projectiles hits a mob. The damage is set for normal difficulty. Hard difficulty gets +50% damage and Easy gets (-50% + 1) damage.
#Range: 0.0 ~ 128.0
"Web Damage" = 3.0
#If true entities will get webbed when hit.
"Always web" = false
#If true cave spiders' thrown web will poison entities hit like when they hit the entity melee.
"Cave spiders poisonous webs" = true
#If true, spiders will gain a speed boost when they hit the target.
"Apply Speed on hit" = true
#If true entities will get slowness when hit.
"Apply Slowness" = true
#Every how many ticks do spiders throw the projectile
[Spiders."Throwing Web".Cooldown]
#Range: 1.0 ~ 1200.0
Minimum = 40.0
#Range: 1.0 ~ 1200.0
Maximum = 60.0
#Distance Required for the spider to throw webs. Setting 'Minimum' to 0 will make the spider throw webs even when attacking the player.
[Spiders."Throwing Web"."Distance Required"]
#Range: 0.0 ~ 64.0
Minimum = 2.5
#Range: 0.0 ~ 64.0
Maximum = 32.0
[Spiders."Throwing Web".Slowness]
#How many ticks of slowness are applied to the target hit by the web?
#Range: 0 ~ 6000
Duration = 120
#How many levels of slowness are applied to the target hit by the web?
#Range: 0 ~ 128
Amplifier = 0
#Should multiple hits on a target with slowness increase the level of Slowness? (This works with any type of slowness)
"Stacking Amplifier" = false
#How many max levels of slowness can be applied to the target if Staking amplifier is enabled?
#Range: 0 ~ 128
"Max Amplifier" = 2
#Various small changes to Spiders.
[Spiders.Miscellaneous]
#Percentage reduction of the fall damage taken by spiders.
#Range: 0.0 ~ 1.0
"Fall Damage Reduction" = 0.9
[Slimes]
#Use enhancedai:affect_slime_spawn_size and enhancedai:affect_slime_jump_rate entity type tag to add more slimes affected by this feature.
"Enable Slimes" = true
#Use enhancedai:affect_slime_spawn_size and enhancedai:affect_slime_jump_rate entity type tag to add more slimes affected by this feature.
[Slimes.Slimes]
#Changes the max size a Slime/Magma cube can spawn as. Vanilla is max 4 with 3 excluded. Set to 0 to disable.
#Range: 0 ~ 16
"Max spawn size" = 6
#Range: 0.0 ~ 5.0
"Jump delay multiplier" = 0.5
[Skeletons]
#Wither skeletons can spawn with a bow and shoot Wither arrows.
"Enable Wither Skeletons" = true
#Skeletons try to stay away from the target. Use the enhancedai:skeleton_flee entity type tag to add/remove skeletons that are affected by this feature
"Enable Skeleton Flee" = true
#Skeletons are more precise when shooting and strafing is removed, can hit a target from up to 64 blocks and try to stay away from the target. Use the enhancedai:better_skeleton_shoot entity type tag to add more skeletons that are affected by this feature
"Enable Skeleton Shoot" = true
#Wither skeletons can spawn with a bow and shoot Wither arrows.
[Skeletons."Wither Skeletons"]
#Chance for Wither Skeletons to spawn with a bow
#Range: 0.0 ~ 1.0
"Ranged chance" = 0.2
#Wither skeletons shoot Withered arrows instead of arrows on fire
"Wither instead of Fire" = true
#Skeletons try to stay away from the target. Use the enhancedai:skeleton_flee entity type tag to add/remove skeletons that are affected by this feature
[Skeletons."Skeleton Flee"]
#Chance for a Skeleton to spawn with the ability to avoid the player
#Range: 0.0 ~ 1.0
"Avoid Player chance" = 0.5
#Chance for a Skeleton to be able to shoot while running from a player
#Range: 0.0 ~ 1.0
"Attack When Avoiding Chance" = 0.5
#Distance from a player that counts as near and will make the skeleton run away faster.
#Range: 0.0 ~ 32.0
"Flee Distance Near" = 8.0
#Distance from a player that will make the skeleton run away.
#Range: 0.0 ~ 32.0
"Flee Distance Far" = 16.0
#Speed multiplier when the skeleton avoids the player and it's within 'Flee Distance Near' blocks from him.
#Range: 0.0 ~ 4.0
"Flee speed Multiplier Near" = 1.25
#Speed multiplier when the skeleton avoids the player and it's farther than 'Flee Distance Far' blocks from him.
#Range: 0.0 ~ 4.0
"Flee speed Multiplier Far" = 1.1
#Skeletons are more precise when shooting and strafing is removed, can hit a target from up to 64 blocks and try to stay away from the target. Use the enhancedai:better_skeleton_shoot entity type tag to add more skeletons that are affected by this feature
[Skeletons."Skeleton Shoot"]
#Chance for a Skeleton to spawn with the ability to strafe (like vanilla)
#Range: 0.0 ~ 1.0
"Strafe chance" = 0.333
#Chance for a Skeleton to spawn as a spammer, which spams arrows instead of fully charging the bow
#Range: 0.0 ~ 1.0
"Spammer chance" = 0.07
#The range from where a skeleton will shoot a player
[Skeletons."Skeleton Shoot"."Shooting Range"]
#Range: 1.0 ~ 64.0
Minimum = 24.0
#Range: 1.0 ~ 64.0
Maximum = 32.0
#The ticks cooldown after shooting. This is reduced by 33% in Hard difficulty
[Skeletons."Skeleton Shoot"."Shooting Cooldown"]
#Range: 0.0 ~ 1.7976931348623157E308
Minimum = 40.0
#Range: 0.0 ~ 1.7976931348623157E308
Maximum = 55.0
#The ticks the skeleton charges the bow. at least 20 ticks for a full charge.
[Skeletons."Skeleton Shoot"."Bow charge ticks"]
#Range: 0.0 ~ 1.7976931348623157E308
Minimum = 15.0
#Range: 0.0 ~ 1.7976931348623157E308
Maximum = 30.0
#How much inaccuracy does the arrow fired by skeletons have. Vanilla skeletons have 10/6/2 inaccuracy in easy/normal/hard difficulty.
[Skeletons."Skeleton Shoot"."Arrow Inaccuracy"]
#Range: 0.0 ~ 30.0
"Easy/Peaceful" = 6.0
#Range: 0.0 ~ 30.0
Normal = 5.0
#Range: 0.0 ~ 30.0
Hard = 3.0
[Shulkers]
#Use the enhancedai:apply_shulker_armor_modifiers to add more shulkers that are affected by this feature.
"Enable Shulker Armor" = true
"Enable Shulker Bullets" = true
"Enable Shulker Attack" = true
#Use the enhancedai:apply_shulker_armor_modifiers to add more shulkers that are affected by this feature.
[Shulkers."Shulker Armor"]
#Range: 1.0 ~ 40.0
"Armor when closed" = 30.0
#Range: 1.0 ~ 40.0
"Armor when peeking" = 20.0
#Range: 1.0 ~ 40.0
"Armor when open" = 10.0
[Shulkers."Shulker Bullets"]
[Shulkers."Shulker Bullets"."Leviation Duration"]
#Range: 1.0 ~ 600.0
"Easy/Peaceful" = 200.0
#Range: 1.0 ~ 600.0
Normal = 100.0
#Range: 1.0 ~ 600.0
Hard = 50.0
#Note that 0 = I, 1 = II, and so on
[Shulkers."Shulker Bullets"."Leviation Amplifier"]
#Range: 0.0 ~ 127.0
"Easy/Peaceful" = 1.0
#Range: 0.0 ~ 127.0
Normal = 3.0
#Range: 0.0 ~ 127.0
Hard = 7.0
[Shulkers."Shulker Attack"]
#Ticks before the first bullet is fired
[Shulkers."Shulker Attack"."Base Attack Speed"]
#Range: 1.0 ~ 40.0
Minimum = 20.0
#Range: 1.0 ~ 40.0
Maximum = 40.0
#Ticks to fire is calculcated as base_attack_speed + (0~attack_speed_bonus_half_seconds * 10)
[Shulkers."Shulker Attack"."Attack speed bonus half seconds"]
#Range: 1.0 ~ 40.0
Minimum = 10.0
#Range: 1.0 ~ 40.0
Maximum = 20.0
[Pets]
#Use the enhancedai:change_wolves entity type tag to add more wolves.
"Enable Wolves" = true
#Use the enhancedai:change_snow_golems entity type tag to add more snow golems.
"Enable Snow Golems" = true
#Use the enhancedai:change_iron_golems entity type tag to add more iron golems.
"Enable Iron Golems" = true
#Use the enhancedai:change_wolves entity type tag to add more wolves.
[Pets.Wolves]
"Double HP and Damage" = true
#Use the enhancedai:change_snow_golems entity type tag to add more snow golems.
[Pets."Snow Golems"]
"Damaging Snowballs" = true
"Freezing Snowballs" = true
#If true, snowballs hitting snow golems will heal them.
"Healing Snowballs" = true
#Ticks between snowballs
#Range: > 0
"Shooting Cooldown" = 10
#Use the enhancedai:change_iron_golems entity type tag to add more iron golems.
[Pets."Iron Golems"]
#Resistance to damage taken by Iron Golems
#Range: 0.0 ~ 1.0
"Innate Resistance" = 0.4
"Fire ticks faster" = true
[Mobs]
#Let mobs use Fishing Rods, reeling players in. Either put a Fishing Rod in main or off hand and when near enough from the target they will use it. Only mobs in enhancedai:can_be_fisher entity type tag are affected by this feature.
"Enable Fisher Mobs" = true
#Changes mobs attack range to use the 1.20.2 mechanic
"Enable Melee Attacking" = true
"Enable Spawning" = false
#Makes mobs be able to move in more ways, like climbing or swim. Only mobs in the enhancedai:allow_climbing entity type tag are allowed to climb.
"Enable Movement" = true
#Endermen will make the player's item fall from his hands. Add/remove mobs via the enhancedai:can_disrupt_item entity type tag
"Enable Item Disruption" = true
#Mobs will run away from exploding creepers / TNT. Use the entity type tag enhancedai:no_run_from_explosion to blacklist them
"Enable Avoid Explosions" = true
#Makes mobs be able to leap over a few blocks.
"Enable Leap" = true
#Mobs can bite if are attacked with non-weapons. Only mobs in the enhancedai:can_bite entity type tag can bite.
"Enable Biting Mobs" = true
#Prevent players from abusing some game mechanics to stop mobs. Only mobs in the entity type tag enhancedai:can_use_anti_cheese will be affected by this feature.
"Enable Anti-Cheese" = true
#Mobs can flee or attack Wardens. Use the entity type tag enhancedai:ignore_warden_interaction to blacklist mobs.
"Enable Warden Interacting" = true
#Change how mobs target players. Use the enhancedai:use_target_changes and enhancedai:use_follow_range_changes entity type tag to whitelist mobs. Add mobs to enhancedai:allow_target_switch entity type tag to allow these mobs to be able to switch targets when hit (e.g. Creepers can't normally do that).
"Enable Targeting" = false
#Mobs can mine blocks to reach the target. Uses offhand item to mine. Only mobs in the entity type tag enhancedai:can_be_miner can spawn with the ability to mine and blocks in the tag enhancedai:miner_block_blacklist cannot be mined.
"Enable Miner Mobs" = false
#Make mobs angry when a block is broken. Check the mod's config folder Mobs/Break Anger/break_anger_config.json to change blocks and entities triggered.
"Enable Break Anger" = true
#Makes mobs ride other mobs
"Enable Riding" = true
#Let mobs use ender pearls. Either put ender pearls in main or off hand and when far enough from the target they will throw it. Only mobs in the enhancedai:can_be_pearler entity type tag can be pearler.
"Enable Pearler Mobs" = true
#Use enhancedai:can_open_doors to add more mobs that can open doors.
"Enable Open Doors" = true
#Let mobs use Fishing Rods, reeling players in. Either put a Fishing Rod in main or off hand and when near enough from the target they will use it. Only mobs in enhancedai:can_be_fisher entity type tag are affected by this feature.
[Mobs."Fisher Mobs"]
#Chance for a mob in the entity type tag enhancedai:can_be_fisher to spawn with a Fishing Rod in the offhand.
#I recommend Mobs Properties Randomness to have more control over mobs equipment.
#Range: 0.0 ~ 1.0
"Equip Fishing Rod Chance" = 0.07
#Chance for a fisher mob to steal an item from the players' inventory instead of reeling the player.
#Range: 0.0 ~ 1.0
"Hook Inventory Chance" = 0.4
#How fast will a mob reel in the grappled entity (or if the hook is on the ground).
[Mobs."Fisher Mobs"."Reel in ticks"]
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
"Easy/Peaceful" = 40.0
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
Normal = 30.0
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
Hard = 20.0
#Changes mobs attack range to use the 1.20.2 mechanic
[Mobs."Melee Attacking"]
#If true melee monsters (zombies, etc) will attack based off the forge:entity_reach attribute instead of a fixed ~0.82 blocks. By default, mobs' forge:attack_range is set to 0.82 blocks, like vanilla 1.20.2.
"Melee Attacks Attribute Based" = true
[Mobs."Melee Attacking"."Attack Speed"]
#If true melee monsters (zombies, etc) attack rate is defined by their attack speed -40%, minimum once every 0.5 seconds with no weapon. This effectively buffs any mob that has no weapon.
Enabled = true
#The maximum attack speed a mob can attack with (in attacks per second, 2 is an attack every 0.5 seconds, 1.25 is an attack every 0.8s, 1 is an attack every 1s). In vanilla mobs have 1 attack speed.
#Range: 0.0 ~ 4.0
Maximum = 1.25
#Multiplies the attack speed of monsters by this value. E.g. 0.6 means that mobs attack 40% slower than the player with the same equipment
[Mobs."Melee Attacking"."Attack Speed".Multiplier]
#Range: 0.0 ~ 4.0
"Easy/Peaceful" = 0.4
#Range: 0.0 ~ 4.0
Normal = 0.5
#Range: 0.0 ~ 4.0
Hard = 0.6
[Mobs.Spawning]
#How far away from any player monsters will instantly despawn? Vanilla is 128
#Range: 0 ~ 128
"Monsters Despawning Distance" = 96
#How far away from any player monsters will be able to randomly despawn? Vanilla is 32
#Range: 0 ~ 128
"Min Monsters Despawning Distance" = 48
#Makes mobs be able to move in more ways, like climbing or swim. Only mobs in the enhancedai:allow_climbing entity type tag are allowed to climb.
[Mobs.Movement]
#If true, mobs will be able to climb (up and down)
"Allow Climbing" = true
#Use Mobs Properties Randomness to have more control over this and more.
#Range: 0.0 ~ 8.0
"Bonus movement speed" = 0.15
#How faster mobs can swim. Setting to 0 will leave the swim speed as vanilla. I recommend using mods like Mobs Properties Randomness to have more control over the attribute.
#Range: 0.0 ~ 4.0
"Swim Speed Addition Multiplier" = 2.5
#Endermen will make the player's item fall from his hands. Add/remove mobs via the enhancedai:can_disrupt_item entity type tag
[Mobs."Item Disruption"]
#Chance can be changed within entity data's ForgeData."enhancedai:item_disruption_chance"
[Mobs."Item Disruption".Chance]
#Range: 0.0 ~ 1.0
"Easy/Peaceful" = 0.25
#Range: 0.0 ~ 1.0
Normal = 0.25
#Range: 0.0 ~ 1.0
Hard = 0.35
#Mobs will run away from exploding creepers / TNT. Use the entity type tag enhancedai:no_run_from_explosion to blacklist them
[Mobs."Avoid Explosions"]
#Speed multiplier when the mob runs from explosions and it's within 7 blocks from him.
#Range: 0.0 ~ 10.0
"Flee speed Multiplier Near" = 1.25
#Speed multiplier when the mob runs from explosions and it's farther than 7 blocks from him.
#Range: 0.0 ~ 10.0
"Flee speed Multiplier Far" = 1.1
#Entities also flee from TnTs
"Flee TNT" = false
#Mobs can bite if are attacked with non-weapons. Only mobs in the enhancedai:can_bite entity type tag can bite.
[Mobs."Biting Mobs"]
#The damage dealt to the attacker when bit
#Range: 0.0 ~ 1.7976931348623157E308
Damage = 3.0
#Chance for a Mob to bite the attacker
[Mobs."Biting Mobs".Chance]
#Range: 0.0 ~ 1.0
"Easy/Peaceful" = 0.2
#Range: 0.0 ~ 1.0
Normal = 0.2
#Range: 0.0 ~ 1.0
Hard = 0.3
#Prevent players from abusing some game mechanics to stop mobs. Only mobs in the entity type tag enhancedai:can_use_anti_cheese will be affected by this feature.
[Mobs.Anti-Cheese]
#If true, 'Enemies' will no longer be able to be Boated and Minecarted.
"Prevent Boating & Minecarting" = false
#If true, 'Enemies' will break boats or minecarts if boated or minecarted.
"Break trapping vehicles" = true
#Mobs can flee or attack Wardens. Use the entity type tag enhancedai:ignore_warden_interaction to blacklist mobs.
[Mobs."Warden Interacting"]
"Mobs flee from the Warden" = true
#Speed multiplier when the mob runs from explosions and it's within 7 blocks from him.
#Range: 0.0 ~ 10.0
"Flee speed Multiplier Near" = 1.25
#Speed multiplier when the mob runs from explosions and it's farther than 7 blocks from him.
#Range: 0.0 ~ 10.0
"Flee speed Multiplier Far" = 1.1
"Mobs target the Warden" = false
#Change how mobs target players. Use the enhancedai:use_target_changes and enhancedai:use_follow_range_changes entity type tag to whitelist mobs. Add mobs to enhancedai:allow_target_switch entity type tag to allow these mobs to be able to switch targets when hit (e.g. Creepers can't normally do that).
[Mobs.Targeting]
#Mobs will no longer take random time to target a player.
"Instant Target" = false
#Mobs will be able to find better paths to the target. Note that this might hit performance a bit.
"Better Path Finding" = true
#If the mobs' affected by blindness effect the target range is multiplied by this value
#Range: 0.0 ~ 1.0
"Blindness range multiplier" = 0.1
#How far away can the mobs see the player. This overrides the vanilla value (16 for most mobs). Setting 'Max' to 0 will leave the follow range as vanilla. I recommend using mods like Mobs Properties Randomness to have more control over the attribute.
[Mobs.Targeting."Follow Range Override"]
#Range: 0.0 ~ 128.0
Minimum = 24.0
#Range: 0.0 ~ 128.0
Maximum = 48.0
#How far away can the mobs see the player even through walls. Setting 'Max' to 0 will make mobs not able to see through walls. I recommend using mods like Mobs Properties Randomness to have more control over the attribute; the attribute name is 'enhancedai:generic.xray_follow_range'.
[Mobs.Targeting."XRay Range Override"]
#Range: 0.0 ~ 128.0
Minimum = 12.0
#Range: 0.0 ~ 128.0
Maximum = 24.0
[Mobs.Targeting."Hurt by target"]
#Mobs will no longer switch target if it's the same or if the current one it's closer.
"Better version" = true
#Mobs will no longer attack each other.
"Prevent infighting" = true
#Chances for a mob to spawn neutral
[Mobs.Targeting."Neutral Chances"]
#Range: 0.0 ~ 1.0
"Easy/Peaceful" = 0.25
#Range: 0.0 ~ 1.0
Normal = 0.1
#Range: 0.0 ~ 1.0
Hard = 0.04
#Mobs can mine blocks to reach the target. Uses offhand item to mine. Only mobs in the entity type tag enhancedai:can_be_miner can spawn with the ability to mine and blocks in the tag enhancedai:miner_block_blacklist cannot be mined.
[Mobs."Miner Mobs"]
#Chance for a mob in the entity type tag enhancedai:can_be_miner to spawn with the miner ability
#Range: 0.0 ~ 1.0
"Miner Chance" = 0.07
#Mobs with the miner AI will mine only if they have any tool in the off-hand
"Can mine with tool only" = true
#Mobs with the miner AI will mine only if their off-hand tool can mine targeted blocks (e.g. zombies with shovels will not mine stone). Blocks that require no tool (e.g. planks) will be minable regardless of proper tool or not.
"Can mine with proper tool only" = false
#If 'Can mine with proper tool only' is enabled, mobs with the miner AI will mine blocks that don't require a tool only with the proper tool.
"Always require proper tool" = false
#Mobs with Miner AI will spawn with a Stone Pickaxe that never drops.
"Equip Stone Pick" = true
#Mobs can mine from the bottom of the world to this Y level.
#Range: -512 ~ 1024
"Max Y" = 320
#The maximum distance from the target at which the Mobs can mine. Set to 0 to always mine.
#Range: 0 ~ 128
"Max Distance" = 0
#Mobs with Miner AI will not be able to break tile entities
"Blacklist Tile Entities" = false
#Multiplier for the time a mob takes to break blocks. E.g. with this set to 2, mobs will take twice the time to mine a block.
#Range: 0.0 ~ 128.0
"Time to break multiplier" = 1.25
#Dimensions where mobs can't spawn with the ability to mine.
[Mobs."Miner Mobs"."Dimension Blacklist"]
Blacklist = []
#If true the list will be treated as a whitelist instead of blacklist
"List as Whitelist" = false
#Makes mobs ride other mobs
[Mobs.Riding]
#If true, riding mobs will dismount if take too much suffocation damage.
"Stop mounting if too much suffocation" = true
#Chance for a mob to have an AI to go and ride mobs. Use enhancedai:can_be_mounted and enhancedai:can_mount entity type tags
[Mobs.Riding."Chance to have Riding AI"]
#Range: 0.0 ~ 1.0
"Easy/Peaceful" = 0.03
#Range: 0.0 ~ 1.0
Normal = 0.06
#Range: 0.0 ~ 1.0
Hard = 0.1
#Let mobs use ender pearls. Either put ender pearls in main or off hand and when far enough from the target they will throw it. Only mobs in the enhancedai:can_be_pearler entity type tag can be pearler.
[Mobs."Pearler Mobs"]
#Chance for a mob in the entity type tag enhancedai:can_be_pearler to spawn with Ender Pearls in the offhand.
#I recommend Mobs Properties Randomness to have more control over mobs equipment.
#Range: 0.0 ~ 1.0
"Equip Ender Pearl Chance" = 0.05
#How many ender pearls will Mobs spawn with.
#Range: 0 ~ 16
"Ender Pearl Amount" = 3
#Inaccuracy when throwing the ender pearl.
#Range: 1 ~ 16
Inaccuracy = 3
[Illagers]
#Use the enhancedai:better_pillager_shoot entity type tag to add more skeletons that are affected by this feature
"Enable Pillager Shoot" = true
#Pillagers try to stay away from the target. Use the enhancedai:pillager_flee entity type tag to add/remove skeletons that are affected by this feature
"Enable Pillager Flee" = true
#Use the enhancedai:better_pillager_shoot entity type tag to add more skeletons that are affected by this feature
[Illagers."Pillager Shoot"]
#The range from where a pillager will shoot a player
[Illagers."Pillager Shoot"."Shooting Range"]
#Range: 1.0 ~ 64.0
Minimum = 24.0
#Range: 1.0 ~ 64.0
Maximum = 32.0
#The ticks cooldown before shooting. Vanilla is random between 20 and 40
[Illagers."Pillager Shoot"."Shooting Cooldown"]
#Range: 0.0 ~ 1.7976931348623157E308
Minimum = 20.0
#Range: 0.0 ~ 1.7976931348623157E308
Maximum = 40.0
#How much inaccuracy does the arrow fired by pillagers have. Vanilla pillagers have 10/6/2 inaccuracy in easy/normal/hard difficulty.
[Illagers."Pillager Shoot"."Arrow Inaccuracy"]
#Range: 0.0 ~ 30.0
"Easy/Peaceful" = 5.0
#Range: 0.0 ~ 30.0
Normal = 3.0
#Range: 0.0 ~ 30.0
Hard = 1.0
#Pillagers try to stay away from the target. Use the enhancedai:pillager_flee entity type tag to add/remove skeletons that are affected by this feature
[Illagers."Pillager Flee"]
#Chance for a Skeleton to spawn with the ability to avoid the player
#Range: 0.0 ~ 1.0
"Avoid Player chance" = 0.5
#Chance for a Skeleton to be able to shoot while running from a player
#Range: 0.0 ~ 1.0
"Attack When Avoiding Chance" = 0.5
#Distance from a player that counts as near and will make the skeleton run away faster.
#Range: 0.0 ~ 32.0
"Flee Distance Near" = 7.0
#Distance from a player that will make the skeleton run away.
#Range: 0.0 ~ 32.0
"Flee Distance Far" = 12.0
#Speed multiplier when the skeleton avoids the player and it's within 'Flee Distance Near' blocks from him.
#Range: 0.0 ~ 4.0
"Flee speed Multiplier Near" = 1.1
#Speed multiplier when the skeleton avoids the player and it's farther than 'Flee Distance Far' blocks from him.
#Range: 0.0 ~ 4.0
"Flee speed Multiplier Far" = 1.0
[Ghasts]
#Various changes to ghast shooting. Only ghasts in enhancedai:change_ghast_shooting entity type tag are affected by this feature.
"Enable Ghast Shoot" = true
#Various changes to ghast shooting. Only ghasts in enhancedai:change_ghast_shooting entity type tag are affected by this feature.
[Ghasts."Ghast Shoot"]
#Chance for a Ghast to try and shoot the target even if can't see it. If enabled and the Ghast can't see the target, he will shoot 4 times as fast to breach.
#Range: 0.0 ~ 1.0
"Shoot when not seen Chance" = 0.3
#How many ticks pass between shooting fireballs. Vanilla is 40
[Ghasts."Ghast Shoot"."Attack Cooldown"]
#Range: 1.0 ~ 300.0
Minimum = 40.0
#Range: 1.0 ~ 300.0
Maximum = 50.0
#How many fireballs ghast shoot in rapid succession. Vanilla is 1
[Ghasts."Ghast Shoot"."Fireballs shot"]
#Range: 1.0 ~ 16.0
Minimum = 1.0
#Range: 1.0 ~ 16.0
Maximum = 3.0
[Endermen]
#Endermen teleport the player near him when can't reach him for a while.
"Enable [Experimental] Get Over Here" = false
#Endermen teleport the player near him when can't reach him for a while.
[Endermen."[Experimental] Get Over Here"]
#Chance for a enderman to get the Get Over Here AI
#Range: 0.0 ~ 1.0
"Get Over Here Chance" = 0.15
[Drowneds]
#Makes drowned swim speed based off swim speed attribute instead of movement speed. Only drowneds in the enhancedai:change_drowned_swimming entity type tag are affected by this feature.
"Enable Drowned Swimming" = true
#Makes drowned swim speed based off swim speed attribute instead of movement speed. Only drowneds in the enhancedai:change_drowned_swimming entity type tag are affected by this feature.
[Drowneds."Drowned Swimming"]
#Multiplier for the swim speed of Drowneds. Note that the swim speed is also affected by the Movement Feature. Set to 0 to disable the multiplier.
#Range: 0.0 ~ 4.0
"Swim Speed Multiplier" = 0.3
[Creepers]
#Various changes to Creepers exploding. Ignoring Walls, Walking Fuse and smarter exploding based off explosion size. Only creepers in the enhancedai:change_creeper_swell entity type tag are affected by this feature.
"Enable Creeper Swell" = true
#Various changes to Creepers exploding. Ignoring Walls, Walking Fuse and smarter exploding based off explosion size. Only creepers in the enhancedai:change_creeper_swell entity type tag are affected by this feature.
[Creepers."Creeper Swell"]
#Percentage chance for a Creeper to keep walking while exploding. This is overwritten if the creeper has the beta property.
#Range: 0.0 ~ 1.0
"Walking Fuse Chance" = 0.1
#Speed modifier when a walking fuse creeper is swelling.
#Range: -1.0 ~ 64.0
"Walking Fuse Speed Modifier" = -0.5
#Percentage chance for a Creeper to ignore walls while targeting a player. This means that a creeper will be able to explode if it's in the correct range from a player even if there's a wall between.
#Range: 0.0 ~ 1.0
"Ignore Walls Chance" = 0.65
#Breaching creepers will try to open a hole in the wall to let mobs in.
#Range: 0.0 ~ 1.0
"Breach Chance" = 0.075
#Beta creepers when exploding will walk around the target, like the creepers in pre-1.2.
#Range: 0.0 ~ 1.0
"Beta Creeper Chance" = 0.35
#Disables the creeper feature that makes them start swelling when falling.
"Disable falling swelling" = true
#If true creepers will ignite if damaged by an explosion.
"TNT Like" = false
#Makes creepers blow up on death like when they were added back in 0.30
#Allowed Values: NONE, CHARGED, ALL
"Blow up on death" = "NONE"
#If IguanaTweaks Reborn is installed and Explosion Overhaul is enabled, Angry creeper will deal more knockback and break more blocks and breaching creepers will break more blocks
"IguanaTweaks Reborn Integration" = true
[Creepers."Creeper Swell".Launch]
#Launching creepers will try ignite and throw themselves at the player.
#Range: 0.0 ~ 1.0
Chance = 0.05
#If true, Launching Creepers emit particles
Particles = true
#The inaccuracy of the launching creeper in Normal difficulty, easy is increased, hard is decreased.
#Range: 0.0 ~ 8.0
inaccuracy = 0.5
#The explosion radius of launching creepers. Set to 0 to not change. (Overrides Cena creepers explosion radius)
#Range: 0 ~ 127
"Explosion Radius" = 2
[Creepers."Creeper Swell"."Angry Creeper"]
#Chance for a creeper to spawn angry
#Range: 0.0 ~ 1.0
Chance = 0.03
#If true, Angry Creeper emits particles
Particles = true
#The special sound effect that the Angry Creeper plays
#Allowed Values: NONE, CENA, WTF_BOOM
Sounds = "WTF_BOOM"
#If true, Angry Creeper will have a name
Name = true
#When ignited, Angry Creeper will not stop swelling
"Force Explosion" = false
#Makes angry creepers blow up on death like when they were added back in 0.30
"Explode on death" = true
#If true, Angry Creeper explosion will generate fire
"Generates fire" = false
#Explosion power of Angry Creeper
#Range: 0.0 ~ 12.0
"Explosion power" = 4.0
#Angry Creeper will not stop swelling when triggered
"Forced Explosion" = true
[Bugs]
#Let them swarm. This also changes the Merge With stone goal to have 1.5 seconds cooldown before trying to merge, to prevent them from instantly getting into stone without having the chance to target someone.
"Enable Silverfish" = true
#Let them swarm. This also changes the Merge With stone goal to have 1.5 seconds cooldown before trying to merge, to prevent them from instantly getting into stone without having the chance to target someone.
[Bugs.Silverfish]
#Chance (1 in x every 2 ticks) for a silverfish to merge with a stone block. Vanilla is 10.
#Range: > 1
"Chance to merge with stone" = 10
#Vanilla is 20.
#Range: > 0
"Ticks after hurt to wake up friends" = 10
#In vanilla everytime a silverfish is woken up there is 1 in 2 chance to stop waking up more silverfish. This changes the 1 in x chance.
#Range: > 1
"Chance to stop waking up friends" = 10
#Y range on which a hurt silverfish checks for infested stone to break. Vanilla is 5.
#Range: 1 ~ 32
"Vertical Wake up Range" = 5
#XZ range on which a hurt silverfish checks for infested stone to break. Vanilla is 10.
#Range: 1 ~ 32
"Horizontal Wake up Range" = 10
[Blazes]
#Make blazes fire faster/more fireballs. Only mobs in enhancedai:change_blaze_attack entity type tag are affected by this feature.
"Enable Blaze Attack" = true
#Make blazes fire faster/more fireballs. Only mobs in enhancedai:change_blaze_attack entity type tag are affected by this feature.
[Blazes."Blaze Attack"]
#How many ticks pass between shooting fireballs. Vanilla is 6
[Blazes."Blaze Attack"."Time Between Fireballs"]
#Range: 1.0 ~ 300.0
Minimum = 4.0
#Range: 1.0 ~ 300.0
Maximum = 10.0
#How many fireballs blazes shoots. Vanilla is 3
[Blazes."Blaze Attack"."Fireballs shot"]
#Range: 1.0 ~ 64.0
Minimum = 3.0
#Range: 1.0 ~ 64.0
Maximum = 8.0
#Time (in ticks) taken by the blaze to recharge (before setting himself on fire). Vanilla is 100
[Blazes."Blaze Attack"."Recharge time"]
#Range: 1.0 ~ 600.0
Minimum = 60.0
#Range: 1.0 ~ 600.0
Maximum = 100.0
#Time (in ticks) taken by the blaze to charge (while on fire before shooting fireballs). Vanilla is 60
[Blazes."Blaze Attack"."Charge time"]
#Range: 1.0 ~ 600.0
Minimum = 30.0
#Range: 1.0 ~ 600.0
Maximum = 60.0
#How many fireballs are shot per shot. Vanilla is 1
[Blazes."Blaze Attack"."Fireballs Per Shot"]
#Range: 1.0 ~ 8.0
Minimum = 1.0
#Range: 1.0 ~ 8.0
Maximum = 2.0
#The higher the more spread up shots will be. Setting both to -1 will use the vanilla behaviour (farther = more inaccuracy)
[Blazes."Blaze Attack".Inaccuracy]
#Range: -1.0 ~ 32.0
Minimum = 2.0
#Range: -1.0 ~ 32.0
Maximum = 8.0
[Animals]
#Makes animals not tempted by food. Use the entity type tag enhancedai:can_ignore_food_temptation to change animals.
"Enable Not Tempted Animals" = true
#Make animals fight back or be scared by players. Use the entity type tag enhancedai:can_fight_back and enhancedai:can_be_scared_by_players to add/remove animals.
"Enable Animals Scared Attack" = true
#Make animals flee/fight back when one is attacked
"Enable Animals Group Flee" = true
#Makes animals not tempted by food. Use the entity type tag enhancedai:can_ignore_food_temptation to change animals.
[Animals."Not Tempted Animals"]
#Animals have this percentage chance to not be temped by food.
#Range: 0.0 ~ 1.0
"Not tempted chance" = 0.5
#Make animals fight back or be scared by players. Use the entity type tag enhancedai:can_fight_back and enhancedai:can_be_scared_by_players to add/remove animals.
[Animals."Animals Scared Attack"]
#Animals have this percentage chance to be able to fight back instead of fleeing. Animals have a slightly bigger range to attack. Attack damage can't be changed via config due to limitation so use mods like Mobs Properties Randomness to change the damage. Base damage is 3
#Range: 0.0 ~ 1.0
"Fight back chance" = 0.35
#Animals have this percentage chance to be scared by players and run away. Fight back chance has priority over this
#Range: 0.0 ~ 1.0
"Players Scared chance" = 0.25
#Movement speed multiplier when aggroed.
#Range: 0.0 ~ 4.0
"Movement Speed Multiplier" = 1.1
#Animals' knockback attribute will be set to this value.
#Range: 0.0 ~ 128.0
Knockback = 1.5
#Animals' knockback attribute will be increased/decreased based on the side of the mob.
"Knockback size based" = true
#Make animals flee/fight back when one is attacked
[Animals."Animals Group Flee"]
#Range at which an animal alerts other animals.
#Range: > 1
"Flee Range" = 24

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{
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{
default_hide_dependency_lines: false
default_quest_shape: ""
filename: "base_building"
group: ""
id: "6FBBB837073CE2B6"
order_index: 4
quest_links: [ ]
quests: [
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}

File diff suppressed because it is too large Load Diff

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{
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""
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{
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""
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""
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]
id: "60A7E25054314732"
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""
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""
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]
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{
dependencies: ["60A7E25054314732"]
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{
dependencies: ["60A7E25054314732"]
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""
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}

View File

@ -0,0 +1,934 @@
{
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""
"But, how do you get your hands on some?"
""
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{
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id: "50318E30D5EEB218"
subtitle: "Glorious!"
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""
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{
dependencies: ["3868A6BD4804ACB8"]
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""
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""
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{
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{
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""
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{
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""
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""
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View File

@ -0,0 +1,572 @@
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tasks: [{
id: "00DEFB739F04B70F"
item: "sophisticatedstorage:copper_to_iron_tier_upgrade"
type: "item"
}]
x: -1.0d
y: -1.0d
}
{
dependencies: ["759B50FF6C3E6AEA"]
id: "243AB95D7F4BD9B8"
tasks: [{
id: "3CE4D2CBB4F89D3A"
item: "sophisticatedstorage:iron_to_gold_tier_upgrade"
type: "item"
}]
x: -3.0d
y: -1.0d
}
{
dependencies: ["243AB95D7F4BD9B8"]
id: "6ABFF7ADC049D0ED"
tasks: [{
id: "5A0F57BA8631F9AA"
item: "sophisticatedstorage:gold_to_diamond_tier_upgrade"
type: "item"
}]
x: -4.0d
y: -0.5d
}
{
dependencies: ["6ABFF7ADC049D0ED"]
id: "1C0C1A57B25E09FE"
tasks: [{
id: "1436BD13E8C66414"
item: "sophisticatedstorage:diamond_to_netherite_tier_upgrade"
type: "item"
}]
x: -4.5d
y: 0.5d
}
{
id: "7D3294CE24DAA90F"
tasks: [{
id: "5415A792AE2DD41F"
item: {
Count: 1
id: "chalk:white_chalk"
tag: {
Damage: 0
}
}
type: "item"
}]
x: 2.5d
y: 2.0d
}
{
id: "18ED398CBC828A1D"
tasks: [{
id: "34138EA6A9F53BB9"
item: {
Count: 1
id: "chalk:chalk_box"
tag: {
Items: [
{
Count: 1b
id: "minecraft:air"
tag: { }
}
{
Count: 1b
id: "minecraft:air"
tag: { }
}
{
Count: 1b
id: "minecraft:air"
tag: { }
}
{
Count: 1b
id: "minecraft:air"
tag: { }
}
{
Count: 1b
id: "minecraft:air"
tag: { }
}
{
Count: 1b
id: "minecraft:air"
tag: { }
}
{
Count: 1b
id: "minecraft:air"
tag: { }
}
{
Count: 1b
id: "minecraft:air"
tag: { }
}
{
Count: 1b
id: "minecraft:air"
tag: { }
}
]
}
}
type: "item"
}]
x: 3.5d
y: 2.0d
}
{
id: "4812C90EF9E1F876"
tasks: [{
id: "4477F8A64AB6C3CA"
item: "dummmmmmy:target_dummy"
type: "item"
}]
x: 3.0d
y: 1.0d
}
{
id: "704949493EE12113"
tasks: [{
id: "5FEADF983C16601A"
item: "measurements:tape_measure"
type: "item"
}]
x: 4.5d
y: 1.0d
}
{
dependencies: ["5969545266E9CBA5"]
id: "2F349CF40128CF4E"
size: 2.0d
tasks: [{
id: "130F86AC2D0898BF"
item: "miapi:modular_work_bench"
type: "item"
}]
x: 8.0d
y: -0.5d
}
{
id: "5969545266E9CBA5"
tasks: [{
id: "5C1C94332AD42776"
item: "everythingcopper:copper_anvil"
type: "item"
}]
x: 4.5d
y: -0.5d
}
{
id: "0C6B122E75C7735D"
tasks: [{
id: "0437860B3FB12405"
item: "ironfurnaces:copper_furnace"
type: "item"
}]
x: 3.0d
y: -1.5d
}
]
title: "Tools and Weapons"
}

View File

@ -0,0 +1,406 @@
{
autofocus_id: "1635F0FF5EE83A1B"
default_hide_dependency_lines: false
default_quest_shape: ""
filename: "transportation"
group: ""
id: "5D2664588E98F6A5"
order_index: 1
quest_links: [ ]
quests: [
{
dependencies: [
"2531EE2667FDE93A"
"03713BAAF3CE3B74"
"1C93C487926AF208"
]
id: "1635F0FF5EE83A1B"
size: 1.5d
tasks: [{
id: "58C8DA2C01B1D3F3"
item: "immersive_aircraft:gyrodyne"
type: "item"
}]
x: -2.0d
y: -1.5d
}
{
dependencies: ["1A05926674B2FB92"]
id: "0AE258D57666445E"
tasks: [{
id: "6896FD1F005FCB05"
item: "immersive_aircraft:biplane"
type: "item"
}]
x: 2.5d
y: -2.0d
}
{
dependencies: [
"1A05926674B2FB92"
"1635F0FF5EE83A1B"
]
id: "7DEE7F34129F6C17"
size: 2.0d
tasks: [{
id: "491935136AA9EECD"
item: "immersive_aircraft:airship"
type: "item"
}]
x: 1.0d
y: -5.0d
}
{
dependencies: ["1A05926674B2FB92"]
id: "2B18387E36EC5E37"
tasks: [{
id: "5142A4F4DA622483"
item: "immersive_aircraft:quadrocopter"
type: "item"
}]
x: 3.0d
y: -5.0d
}
{
id: "03713BAAF3CE3B74"
tasks: [{
id: "302826B250C0DE21"
item: "immersive_aircraft:sail"
type: "item"
}]
x: -4.5d
y: -1.5d
}
{
dependencies: ["594B48E407645A20"]
id: "1C93C487926AF208"
tasks: [{
id: "5CC7AD6BA9DAA0A9"
item: "immersive_aircraft:hull"
type: "item"
}]
x: -4.5d
y: 0.0d
}
{
dependencies: ["6CDBB60580844C81"]
description: [
"Unlike Waystones, you can craft Warp Plates using a bit of Intelligent grist."
""
"To use a warp plate, place two of them and swap their Attuned Shards."
]
id: "18056D524BC5C149"
rewards: [{
id: "71D4C1BC14544654"
type: "xp_levels"
xp_levels: 5
}]
tasks: [{
id: "39EEA2E71666384A"
item: "waystones:warp_plate"
type: "item"
}]
title: "Warp Plates"
x: 3.0d
y: 2.0d
}
{
dependencies: ["18056D524BC5C149"]
id: "2FA465182E731E8F"
rewards: [{
id: "69B5A32F3F65FD43"
type: "xp_levels"
xp_levels: 5
}]
tasks: [{
id: "7613779EF3A8BD34"
item: {
Count: 1
id: "waystones:warp_stone"
tag: {
Damage: 0
}
}
type: "item"
}]
title: "Warp Stones"
x: 2.0d
y: 3.0d
}
{
description: [
"In the early game, the fastest way to get around the world is with Waystones, which can be found in virtually every village in the world."
""
"It might be a good idea to start out near a village, because you can't move waystones."
]
icon: "waystones:waystone"
id: "6CDBB60580844C81"
tasks: [{
id: "08F52BC3C4B277A9"
structure: "#minecraft:village"
type: "structure"
}]
title: "Village Waystones"
x: 4.5d
y: 2.0d
}
{
dependencies: [
"0AE258D57666445E"
"37443E16BC367061"
"36CEEA7DECFCE5D9"
]
id: "375676395486D2D9"
tasks: [{
id: "4898507ED2186C00"
item: "immersive_aircraft:nether_engine"
type: "item"
}]
x: 4.0d
y: -1.5d
}
{
dependencies: ["594B48E407645A20"]
id: "2531EE2667FDE93A"
tasks: [{
id: "27AC0ED666D342DD"
item: "immersive_aircraft:propeller"
type: "item"
}]
x: -4.5d
y: 1.5d
}
{
dependencies: ["7DEE7F34129F6C17"]
id: "1D79F300B31231FC"
tasks: [{
id: "6B1163D958B1F123"
item: "immersive_aircraft:cargo_airship"
type: "item"
}]
x: 3.0d
y: -7.0d
}
{
dependencies: ["1635F0FF5EE83A1B"]
id: "37443E16BC367061"
tasks: [
{
id: "6F89355E5EC18EDF"
item: "immersive_aircraft:sturdy_pipes"
type: "item"
}
{
id: "71874473865366D1"
item: "immersive_aircraft:industrial_gears"
type: "item"
}
{
id: "5671F48227993963"
item: "immersive_aircraft:enhanced_propeller"
type: "item"
}
]
title: "Airship Upgrades"
x: 2.5d
y: 0.5d
}
{
dependencies: [
"37443E16BC367061"
"0AE258D57666445E"
]
id: "36CEEA7DECFCE5D9"
tasks: [{
id: "4D8A699FA5CC9B96"
item: "immersive_aircraft:steel_boiler"
type: "item"
}]
x: 2.5d
y: -1.0d
}
{
dependencies: ["1635F0FF5EE83A1B"]
id: "32F682AF17F5DB11"
tasks: [{
id: "32018093016D98A9"
item: "immersive_aircraft:telescope"
type: "item"
}]
x: -2.5d
y: -3.5d
}
{
dependencies: ["1635F0FF5EE83A1B"]
id: "5D59EF6D8A06D73F"
tasks: [{
id: "30D3A407A1654FD5"
item: "immersive_aircraft:rotary_cannon"
type: "item"
}]
x: -3.5d
y: -3.5d
}
{
dependencies: ["1635F0FF5EE83A1B"]
id: "0050F1B112B1A5A1"
tasks: [{
id: "2975DDCF3F049761"
item: "immersive_aircraft:heavy_crossbow"
type: "item"
}]
x: -1.5d
y: -3.5d
}
{
id: "594B48E407645A20"
tasks: [{
id: "438D72144EAB7032"
item: "alltheores:aluminum_ingot"
type: "item"
}]
title: "Aerospace-grade Alumiumum"
x: -7.0d
y: 0.5d
}
{
dependencies: ["1635F0FF5EE83A1B"]
id: "25D4DF26DE35AA9D"
tasks: [{
id: "679E03D0706984DE"
item: "immersive_aircraft:boiler"
type: "item"
}]
x: 0.0d
y: -1.5d
}
{
id: "75CAF141200D511E"
tasks: [{
dimension: "minecraft:the_nether"
id: "12009CF2E2359F1C"
type: "dimension"
}]
title: "Nether Portals"
x: 4.5d
y: 3.0d
}
{
id: "50B6B5544B0B622C"
tasks: [
{
icon: "minecraft:leather_horse_armor"
id: "64A7D8BF62A723DB"
observe_type: 5
timer: 0L
to_observe: "minecraft:horse"
type: "observation"
}
{
id: "5A5FA0851CB7581A"
item: "minecraft:saddle"
type: "item"
}
]
title: "Horses"
x: 1.0d
y: 4.5d
}
{
dependencies: ["18056D524BC5C149"]
id: "2182A6D68396B914"
tasks: [{
id: "63CBB1CE21660F23"
item: "waystones:sharestone"
type: "item"
}]
x: 1.0d
y: 2.0d
}
{
dependencies: ["2FA465182E731E8F"]
id: "4814F738EC5B8115"
tasks: [{
id: "1E8D75E826AC6586"
item: "waystones:portstone"
type: "item"
}]
x: 1.0d
y: 3.0d
}
{
dependencies: ["25D4DF26DE35AA9D"]
id: "1A05926674B2FB92"
tasks: [{
id: "0BE4D3DD67B15E7B"
item: "immersive_aircraft:engine"
type: "item"
}]
x: 1.0d
y: -3.0d
}
{
id: "008C20CAC68945A5"
tasks: [{
id: "494423F2C0DD43E7"
item: {
Count: 1
id: "ars_nouveau:warp_scroll"
tag: { }
}
type: "item"
}]
x: 2.5d
y: 4.5d
}
{
dependencies: ["008C20CAC68945A5"]
id: "5C9B0B5D843F6617"
tasks: [{
id: "6A0F0FDD933BCA69"
item: {
Count: 1
id: "ars_nouveau:stable_warp_scroll"
tag: { }
}
type: "item"
}]
x: 4.0d
y: 4.5d
}
{
dependencies: ["6CDBB60580844C81"]
id: "4F7C5F3AC0EB9C22"
tasks: [{
id: "3F96416201225CEE"
item: "waystones:warp_scroll"
type: "item"
}]
x: 4.5d
y: 0.5d
}
{
dependencies: ["6CDBB60580844C81"]
id: "6C788B81DAF4D3D4"
tasks: [{
id: "25E455F839304530"
item: "waystones:bound_scroll"
type: "item"
}]
x: 5.5d
y: 1.0d
}
{
dependencies: ["6CDBB60580844C81"]
id: "76FA91C3C7D0A095"
tasks: [{
id: "5231A55A384C5213"
item: "waystones:return_scroll"
type: "item"
}]
x: 6.0d
y: 2.0d
}
]
title: "Transportation"
}

View File

@ -0,0 +1,23 @@
{
default_autoclaim_rewards: "disabled"
default_consume_items: false
default_quest_disable_jei: true
default_quest_shape: "circle"
default_reward_team: false
detection_delay: 20
disable_gui: false
drop_loot_crates: false
emergency_items_cooldown: 300
grid_scale: 0.5d
icon: "minecraft:cobblestone"
lock_message: ""
loot_crate_no_drop: {
boss: 0
monster: 600
passive: 4000
}
pause_game: false
progression_mode: "flexible"
title: "Malloc Season 4"
version: 13
}

View File

@ -0,0 +1,12 @@
{
id: "651A2F762091FAC4"
loot_size: 1
order_index: 0
rewards: [
{ item: "kubejs:grist_build_basic" }
{ item: "kubejs:grist_agricultural_basic" }
{ item: "kubejs:grist_energetic_basic" }
{ item: "kubejs:grist_intelligent_basic" }
]
title: "Random Basic Grist"
}

View File

@ -0,0 +1,12 @@
{
id: "45EFE15AE09F1C57"
loot_size: 8
order_index: 1
rewards: [
{ item: "thermal:iron_dust" }
{ item: "thermal:tin_dust" }
{ item: "thermal:copper_dust" }
{ item: "thermal:lead_dust" }
]
title: "Common Metal Dust"
}

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@ -0,0 +1,77 @@
[Damage-Module]
#The purpose of the damage module is to remove the invulnerability ticks after an entity is damaged to better suit gameplay where entities are going to be ignoring too much damage if left unchecked. Disabling will nullify every feature listed under this module.
damageModuleEnabled = true
#Some entities or damage sources rely on damage ticks to time their attacks. In these cases, we want to let them initiate i-frames.
#entityBlacklist default: ["minecraft:slime","minecraft:ender_dragon","minecraft:magma_cube","irons_spellbooks:wall_of_fire","irons_spellbooks:void_tentacle"]
entityBlacklist = ["minecraft:slime", "minecraft:ender_dragon", "minecraft:magma_cube", "irons_spellbooks:wall_of_fire"]
#damagesourceBlacklist default: ["lava","inFire","cactus","inWall","hotFloor","lightningBolt","sweetBerryBush","outOfWorld","drown"]
damagesourceBlacklist = ["lava", "inFire", "cactus", "inWall", "hotFloor", "lightningBolt", "sweetBerryBush", "outOfWorld", "drown"]
#Invulnerability Tick (I-Frame) count. Default: 0 (Vanilla's is 20, one second)
invulnerabilityTickCount = 0
#Specialized handling for player damage ticks. "ALL" means there is no special handling, "ONLY_LIVING" means only living attacks ignore player i-frames (may help with unforeseen damage like potions), and "NONE" means player's damage ticks are unaffected by the damage module.
#Allowed Values: ALL, ONLY_LIVING, NONE
playerDamageMode = "ALL"
#In order to prevent spam attacks, a minimum threshold of attack strength can be set before an attack can deal damage. Default: 0.75
minimumAttackStrength = 0.75
#Whether or not a player is allowed to even swing if the threshold is not met. Default: true
allowNonFullStrengthAttacks = true
#Global multiplier to all knockback. Default: 1.0
globalKnockbackMultiplier = 1.0
[Durability-Module]
#The purpose of the durability module is to rework how durability damage is applied to better emulate an rpg setting. Disabling will nullify every feature listed under this module.
durabilityModuleEnabled = false
#What type of gear should take vanilla durability damage. Default: NONE
#Allowed Values: ALL, TOOLS, ARMOR, NONE
vanillDurabilityGearType = "NONE"
#What type of gear is damaged upon death. Default: ALL
#Allowed Values: ALL, TOOLS, ARMOR, NONE
deathGearType = "ALL"
#The percent of durability damage equipment should take on player dying. Set to 0 to disable. Default: 0.15 (15%)
durabilityLostOnDeath = 0.15
#An additional constant amount of damage taken on death. This makes items with a high max durability degrade relatively slower. Set to 0 to disable. Default: 25
additionalDurabilityLostOnDeath = 25
[XP-Module]
#The purpose of the xp module is to rework how experience is dropped on a player's death by creating a souls-like xp catalyst instead. Disabling will nullify every feature listed under this module.
xpModuleEnabled = true
#Whether or not players will drop xp despite keepInventory gamerule. Default: true
ignoreKeepInventory = true
#Whether or not the player who dropped the xp is the only player allow to collect the xp. Default: true
onlyAllowOwnerPickup = true
#Multiplier to experience dropped by slain entities. Default: 1.0
mobDropXpMultiplier = 1.0
#Multiplier to experience dropped by blocks broken. Default: 1.0
blockDropXpMultiplier = 1.0
[Enchantment-Module]
#The purpose of the enchantment module is to mystify enchantments and add an additional challenge to game by obscuring the description of enchanted and cursed items found through looting. Disabling will nullify every feature listed under this module.
enchantmentModuleEnabled = true
#Whether or not armor should be automatically identified when equipped. Default: true
identifyOnEquip = true
#Whether or not unidentified items can be identified by interacting with an enchanting table. Default: true
identifyOnEnchantingTable = true
#Whether or not the enchanting table's functionality should be disabled, making looting or trading the only way to get enchanted items. Default: false
disableEnchantingTable = false
[Hunger-Module]
#The hunger module removes hunger and makes food to directly heal in order to to remove the tedious task of maintaining hunger, as well as rebalance health management during combat and exploration. Disabling will nullify every feature listed under this module.
hungerModuleEnable = false
#Disable Hunger. Without this, most of the hunger module features and config are nullified, but if you want to adjust stack sizes or potion mechanics without disabling hunger, you can do so here.
disableHunger = true
#The multiplier of a food's hunger value to health regained by eating it. Default: 0.5 (50%)
foodToHealthModifier = 0.5
#The amount of time, in ticks, between players naturally regenerating 1 hp. 1 second is 20 ticks. Turn off the naturalRegeneration gamerule to disable. Default: 250.
naturalRegenerationTickRate = 250
#Changes the stack size of potions. Set to 0 to disable. Requires game restart. Default: 4
potionStackSize = 4
#Limit the stack size of every food item. Set to 0 to disable. Requires game restart. Default: 0
foodStackSize = 0
#A Blacklist for limited food stack size, if enabled. Useful for mob drops or other edible items that are not meant as food. Default: ["minecraft:rotten_flesh","minecraft:spider_eye","minecraft:potato","minecraft:carrot","farmersdelight:onion","farmersdelight:tomato","farmersdelight:cabbage"]
foodStackSizeBlacklist = ["minecraft:rotten_flesh", "minecraft:spider_eye", "minecraft:potato", "minecraft:carrot", "farmersdelight:onion", "farmersdelight:tomato", "farmersdelight:cabbage"]
#Item Cooldown in seconds when throwing a splash potion. Default: 0.5
splashPotionCooldown = 0.5
#Item Cooldown in seconds when throwing a lingering potion. Default: 1.5
lingeringPotionCooldown = 1.5

118
config/miapi.jsonc Executable file
View File

@ -0,0 +1,118 @@
{
"client": {
"gui_colors": {
// The color Miapi uses for its red/invalid/negative color in the workbench gui
"red": "c41313ff",
// The color Miapi uses for its green/valid/positive color in the workbench gui
"green": "00ff00ff"
},
"other": {
// Whether Miapi materials can be animated
"animated_materials": true,
// Whether Miapi displays "Modular Material" when no groups are present
"inject_lore_without_material_group": false,
// The color Miapi uses for its enchanting glint
"enchanting_glint_colors": [
"ff00ffff"
],
// Speed of Color Change on enchanting Glint
"enchanting_glint_speed": 1.0
},
"shielding_armor": {
// If the Health bar is used to offset the Armor Shielding Bar
"respect_health": true,
// If the Health bar is used to offset the Armor Shielding Bar
"respect_armor": true,
// the amount of other bars to be offset by
"other_offest": 0,
// other attributes that if the player has more than 0 will offset the Armor shielding for every 20
"other_attributes": []
}
},
"server": {
"generated_materials": {
/*
Whether Miapi should automatically generate materials based on modded items
If this is disabled, the other fields in this section will have no effect
*/
"generate_materials": true,
// The maximum amount of materials generated per type
"max_generated_materials": 2000,
/*
A regex used to prevent items matching the pattern from generating materials
By default this prevents chipped and everycompat from generating materials
*/
"block_regex": "^(chipped|everycomp).*",
// Whether Miapi should automatically generate materials based on modded wood related items
"generate_wood_materials": true,
// Whether Miapi should automatically generate materials based on modded stone related items
"generate_stone_materials": true,
// Whether Miapi should automatically generate materials based on modded tools
"generate_other_materials": true
},
"enchants": {
// Whether Modular Bows should no longer require any arrows to work infinity
"better_infinity": true,
// Whether loyalty should trigger in the void with Modular Items
"better_loyalty": true,
/*
Whether base modular items should have a say in valid enchantments
For example, if this is true, a modular pickaxe will automatically be allowed pickaxe enchantments regardless of its modules
*/
"lenient_enchantments": false
},
"stun_effect": {
// List of StatusEffects the player will get when stunned
"player_effects": [
"minecraft:blindness",
"minecraft:slowness"
],
/*
The Stunhealth of a default entity, the StunHealth determins how much stun damage is needed to stun.
requires restart to apply - may not correctly affect older worlds
*/
"stun_health": 20.0,
// The Time a Entity is stunned
"stun_length": 100,
// The Time a Entity is immune to stuns after beeing stunned
"stun_resistance_length": 600,
/*
Attackspeed reduction for players while beeing stunned as a Player
requires restart to apply
*/
"attack_speed_factor": 0.5
},
"other": {
/*
Whether the development mode of Miapi is enabled
DO NOT ENABLE IF U DONT KNOW WHAT IT DOES
*/
"development_mode": false,
// Truly Modular Logs more aggressivly
"verbose_logging": true,
/*
If this is on the Block Teleports effect of Truly Modular will block most teleports,
if false it will only block default Enderman,Chorus fruit and Ender Pearls
*/
"block_all_teleports_effects": true,
/*
This allows Truly Modular to dynamicly reset its Toolmaterial
Some mods might not like dynamic Toolmaterials and cause issues with it,
but overall it should increase compatibility and help with Tooldetection
*/
"loose_tool_material": true,
/*
If this is true modular items will fully break.
If set to false Modular Item will instead to go into a Broken state
In this broken state they cant do anything but repaired.
WARNING: some anvil reworking mods break the repairing logic. Please report those issues to us.
*/
"full_break_modular_items": true,
/*
Whether a miapi reload should be automatically forced on serverstart
This is enabled for compat reasons, sometimes scanning recipes and other stuff during a reload isnt stable
*/
"reload_on_server_start": true
}
}
}

1935
config/quark-common.toml Executable file

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["Version Configuration"]
# Define a version here. On world load the mod will look up the serverconfig version and reset all files that specified up to the newest version.
# Example: ["1=minecraft","2=forge"] will reset minecraft and forge config on first load, but will only reset forge if the world has been loaded before with only version 1 defined
versions = [""]
["File Deleter"]
# This is intended for deleting files for pack updates. This is a last resort! Replace with empty files instead when possible. The file will be deleted every launch if it exists! Specify the path to the file. Comma Separated List. Example: scripts/badscript.zs
files = [""]
# By default Folders are only deleted if they are empty. Set to true to change that.
deleteFoldersWithContent = false

208
config/silentgear-common.toml Executable file
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[item]
#Blueprint and template settings
[item.blueprint]
#Allowed blueprint types. Valid values are: BOTH, BLUEPRINT, and TEMPLATE
#Allowed Values: BOTH, BLUEPRINT, TEMPLATE
typesAllowed = "BOTH"
#When joining a new world, should players be given a blueprint package?
#The blueprint package gives some blueprints when used (right-click).
#To change what is given, override the starter_blueprints loot table.
spawnWithStarterBlueprints = false
#Repair kit configs.
[item.repairKits]
#Capacity is the number of materials that can be stored (all types combined)
#Setting to zero would make the repair kit unusable.
[item.repairKits.capacity]
#Range: > 0
very_crude = 8
#Range: > 0
crude = 16
#Range: > 0
sturdy = 32
#Range: > 0
crimson = 48
#Range: > 0
azure = 64
#Efficiency is the percentage of the repair value used. Higher values mean less materials used.
#Setting to zero would make the repair kit unusable.
[item.repairKits.efficiency]
#Range: 0.0 ~ 10.0
very_crude = 0.30000001192092896
#Range: 0.0 ~ 10.0
crude = 0.3499999940395355
#Range: 0.0 ~ 10.0
sturdy = 0.4000000059604645
#Range: 0.0 ~ 10.0
crimson = 0.44999998807907104
#Range: 0.0 ~ 10.0
azure = 0.5
#Repair efficiency with loose materials if no repair kit is used.
#Setting a value greater than zero makes repair kits optional.
#Range: 0.0 ~ 10.0
missing = 0.0
[item.netherwood_charcoal]
#Burn time of netherwood charcoal, in ticks. Vanilla charcoal is 1600.
#Range: > 0
burn_time = 2400
#Settings for nerfed items.
#You can give items reduced durability to encourage use of Silent Gear tools.
#Changes require a restart!
[nerfedItems]
#Enable this feature. If false, the other settings in this category are ignored.
enabled = false
#Multiplies max durability by this value. If the result would be zero, a value of 1 is assigned.
#Range: 0.0 ~ 1.0
durabilityMultiplier = 0.05
#Multiplies harvest speed by this value.
#Range: 0.0 ~ 1.0
harvestSpeedMultiplier = 0.5
#These items will have reduced durability
items = ["diamond_axe", "iron_axe", "golden_axe", "stone_axe", "wooden_axe", "diamond_hoe", "iron_hoe", "golden_hoe", "stone_hoe", "wooden_hoe", "diamond_pickaxe", "iron_pickaxe", "golden_pickaxe", "stone_pickaxe", "wooden_pickaxe", "diamond_shovel", "iron_shovel", "golden_shovel", "stone_shovel", "wooden_shovel", "diamond_sword", "iron_sword", "golden_sword", "stone_sword", "wooden_sword"]
#Settings for sinew drops
[sinew]
#Drop rate of sinew (chance out of 1)
#Range: 0.0 ~ 1.0
dropRate = 0.2
#These entities can drop sinew when killed.
dropsFrom = ["minecraft:cow", "minecraft:pig", "minecraft:sheep"]
#Settings for gear (tools, weapons, and armor)
[gear]
#Allow parts to be crafted with mixed materials in a crafting grid, like earlier versions.
#In 1.17, mixing is normally only allowed in compound-crafting blocks.
allowLegacyMaterialMixing = false
#If set to false all conversion recipes (type 'silentgear:conversion') will be disabled
#An example of a conversion recipe is placing a vanilla stone pickaxe into a crafting grid to make a Silent Gear stone pickaxe
#Note: This also affects conversion recipes added by data packs and other mods
allowConversionRecipes = true
#Displays a message in chat, notifying the player that an item broke and hinting that it can be repaired
sendBrokenMessage = true
#How frequently gear will recalcute stats as damaged
#Higher numbers will cause more recalculations, allowing traits to update stat values more often
#Range: > 1
damageFactorLevels = 10
#If true, gear breaks permanently, like vanilla tools and armor
breaksPermanently = false
#The item tier assigned to gear tool items.
#Leave this alone unless you are trying to work around mod compatibility issues!
#Normally, this value is not used for anything. But some mods mistakenly check it.
#Allowed Values: WOOD, STONE, IRON, DIAMOND, GOLD, NETHERITE
dummyToolTier = "WOOD"
#The armor material assigned to the gear armor items.
#Leave this alone unless you are trying to work around mod compatibility issues!
#Normally, this value is not used for anything. But some mods mistakenly check it.
#Allowed Values: LEATHER, CHAIN, IRON, GOLD, DIAMOND, TURTLE, NETHERITE
dummyArmorMaterial = "LEATHER"
[gear.enchanting]
#Allow gear items to be enchanted by normal means (enchanting table, etc.)
#There may still be other ways to obtain enchantments on gear items, depending on what other mods are installed.
#Enchantments will not be removed from gear items that have them.
allowEnchanting = true
#Forcibly remove all enchantments from gear items. Enchantments added by traits will not be removed.
#Enchantments will be removed during stat recalculations, so items not in a player's inventory will not be affected.
forceRemoveEnchantments = false
[gear.prospector_hammer]
#The range in blocks the prospector hammer will search for blocks of interest
#Range: 0 ~ 64
range = 16
[gear.saw]
#Caps how far the saw can look for blocks when chopping down trees. Try decreasing this if you get stack overflow exceptions.
#Increasing this value is allowed, but not recommended unless you know what you are doing.
#Range: > 0
recursionDepth = 200
#Settings for AOE tools (hammer, excavator)
#Match modes determine what blocks are considered similar enough to be mined together.
#LOOSE: Break anything (you probably do not want this)
#MODERATE: Break anything with the same harvest level
#STRICT: Break only the exact same block
[gear.aoeTool]
[gear.aoeTool.matchMode]
#Match mode for most blocks
#Allowed Values: LOOSE, MODERATE, STRICT
standard = "MODERATE"
#Match mode for ore blocks (anything in the forge:ores block tag)
#Allowed Values: LOOSE, MODERATE, STRICT
ores = "STRICT"
[gear.repairs]
#Effectiveness of gear repairs done in an anvil. Set to 0 to disable anvil repairs.
#Range: 0.0 ~ 1.0
anvilEffectiveness = 0.5
#DEPRECATED! Use repair kit configs instead.
#Range: 0.0 ~ 1.0
quickEffectiveness = 0.35
[gear.upgrades]
#If true, upgrade parts may only be applied in an anvil.
applyInAnvilOnly = false
#If true, parts that are replaced (swapped out) of a gear item are not returned to the player and are instead destroyed.
#This applies to the recipe where placing a gear item and a part into a crafting grid will swap out the part.
destroySwappedParts = false
#Settings for the material grader
[materialGrader]
#The median (most common, average) grade that a material grader with tier 1 catalyst will produce.
#Higher tier catalysts will increase the median by one grade per tier past 1 (if 1 = C, 2 = B, etc.)
#Allowed Values: NONE, E, D, C, B, A, S, SS, SSS, MAX
median_grade = "C"
#The standard deviation of grades the material grader will produce.
#Grades are normally distributed, with the median grade being at the center of the bell curve.
#Larger numbers will make both higher and lower grades more common.
#Extremely large values may completely break the curve, yielding mostly the lowest and highest grades.
#Range: 0.0 ~ 100.0
standardDeviation = 1.5
#Settings for the salvager
[salvager]
[salvager.partLossRate]
#Minimum rate of part loss when salvaging items. 0 = no loss, 1 = complete loss.
#Rate depends on remaining durability.
#Range: 0.0 ~ 1.0
min = 0.0
#Maximum rate of part loss when salvaging items. 0 = no loss, 1 = complete loss.
#Rate depends on remaining durability.
#Range: 0.0 ~ 1.0
max = 0.5
#Settings for the starlight charger
[starlightCharger]
#The rate at which the starlight charger gathers energy during the night
#Range: > 0
chargeRate = 50
#The maximum amount of energy the starlight charger can store
#Range: > 0
maxCharge = 1000000
[debug]
[debug.logging]
#Log additional information related to loading and synchronizing gear parts and traits.
#This might help track down more obscure issues.
extraPartAndTraitInfo = false
#Log stat calculations in the debug.log every time gear stats are recalculated
stats = true
#Log information on construction of gear and part models, as well as textures they attempt to load.
#This is intended to help find and fix rare issues that some users are experiencing.
modelAndTexture = false
#Log details about certain features being adding to biomes and other world generator details
worldGen = true
[other]
#Shows a "WIP" (work in progress) label in the tooltip of certain unfinished, but usable blocks and items
#Set to false to remove the text from tooltips
showWipText = true

51
config/tempad.jsonc Executable file
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{
/*
* The distance from the player that the Tempad is summoned.
* Range: 1 - 10
*/
"distanceFromPlayer": 3,
/*
* The amount of time in ticks that the timedoor will wait before closing itself after the owner walked through it.
* Type: Integer
*/
"timedoorWaitTime": 80,
/*
* The amount of time in ticks that the Tempad will add to the wait time when the player is in the Tempad.
* Type: Integer
*/
"timedoorAddWaitTime": 40,
// Whether or not the Tempad should allow interdimensional travel.
"allowInterdimensionalTravel": true,
// Whether or not the Tempad should allow exporting of locations onto Location Cards.
"allowExporting": true,
// Whether or not the Tempad should consume a cooldown when exporting a location.
"consumeCooldown": true,
// Whether or not the Tempad should allow teleporting to waystones.
"waystonesCompat": false,
// Whether or not the Tempad should allow teleporting to waystones from the Fabric version of Waystones by LordDeatHunter (fwaystones) (ignore on forge).
"fabricWaystonesCompat": true,
/*
* The amount of fuel that the timedoor will consume on opening of the timedoor.
* Type: Integer
*/
"timedoorFuelAmount": 580,
/*
* The amount of fuel that the timedoor can hold.
* Type: Integer
*/
"timedoorFuelCapacity": 75000,
/*
* The amount of fuel that the advanced timedoor will consume on opening of the timedoor.
* Type: Integer
*/
"advancedTimedoorFuelAmount": 1,
/*
* The amount of fuel that the advanced timedoor can hold.
* Type: Integer
*/
"advancedTimedoorFuelCapacity": 2000,
// The type of fuel that the timedoor will consume.
"timedoorFuelType": "tempad:energy",
// The type of fuel that the advanced timedoor will consume.
"advancedTimedoorFuelType": "tempad:durability"
}

27
config/veinmining-common.toml Executable file
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#The rarity of the enchantment.
#Allowed Values: COMMON, UNCOMMON, RARE, VERY_RARE
rarity = "RARE"
#The number of levels of the enchantment.
#Range: 1 ~ 5
levels = 2
#If enabled, the enchantment is considered a treasure enchantment.
isTreasure = false
#If enabled, the enchantment can be offered by villagers for trade.
isVillagerTrade = true
#If enabled, the enchantment can generate in loot.
isLootable = true
#If enabled, the enchantment can be applied at the enchantment table.
canApplyAtEnchantingTable = true
#If enabled, the enchantment can be applied on books.
canApplyOnBooks = true
#The minimum enchantability required for the first enchantment level.
#Range: 1 ~ 100
minEnchantabilityBase = 15
#The additional enchantability required for each enchantment level after the first.
#Range: 1 ~ 100
minEnchantabilityPerLevel = 5
#Enchantments that cannot be applied together with the enchantment.
incompatibleEnchantments = []
#Items that the enchantment can be applied on.
itemsList = ["quark:pickarang", "quark:flamerang", "#forge:tools/pickaxes", "silentgear:paxel"]

133
config/waystones-common.toml Executable file
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[xpCost]
#Set to true if experience cost should be inverted, meaning the shorter the distance, the more expensive. Can be used to encourage other methods for short-distance travel.
inverseXpCost = false
#The amount of blocks per xp level requirement. If set to 500, the base xp cost for travelling 1000 blocks will be 2 levels.
#Range: > -2147483648
blocksPerXpLevel = 250
#The minimum base xp cost (may be subceeded by multipliers defined below)
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
minimumBaseXpCost = 1.0
#The maximum base xp cost (may be exceeded by multipliers defined below), set to 0 to disable all distance-based XP costs
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
maximumBaseXpCost = 3.0
#How much xp is needed per leashed animal to travel with you
#Range: > -2147483648
xpCostPerLeashed = 1
#The base xp level cost when travelling between dimensions. Ignores block distance.
#Range: > -2147483648
dimensionalWarpXpCost = 5
#The multiplier applied to the base xp cost when teleporting to a global waystone through any method.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
globalWaystoneXpCostMultiplier = 0.5
#The multiplier applied to the base xp cost when teleporting using a Warp Stone item (not the Waystone block, Konstantin)
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
warpStoneXpCostMultiplier = 1.0
#The multiplier applied to the base xp cost when teleporting from one waystone to another.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
waystoneXpCostMultiplier = 0.3
#The multiplier applied to the base xp cost when teleporting from one sharestone to another.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
sharestoneXpCostMultiplier = 0.1
#The multiplier applied to the base xp cost when teleporting from a portstone.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
portstoneXpCostMultiplier = 0.0
#The multiplier applied to the base xp cost when teleporting from one warp plate to another.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
warpPlateXpCostMultiplier = 0.0
#The multiplier applied to the base xp cost when teleporting via the inventory button.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
inventoryButtonXpCostMultiplier = 0.0
[restrictions]
#If enabled, only creative players can place, edit or break waystones. This does NOT disable the crafting recipe.
restrictToCreative = false
#If enabled, only the owner of a waystone (the one who placed it) can rename it.
restrictRenameToOwner = false
#If enabled, waystones generated in worldgen are unbreakable.
generatedWaystonesUnbreakable = true
#If enabled, leashed mobs will be teleported with you
transportLeashed = true
#Whether to take leashed mobs with you when teleporting between dimensions
transportLeashedDimensional = true
#List of leashed mobs that cannot be taken with you when teleporting
leashedDenyList = ["minecraft:wither"]
#Set to 'ALLOW' to allow dimensional warp in general. Set to 'GLOBAL_ONLY' to restrict dimensional warp to global waystones. Set to 'DENY' to disallow all dimensional warps.
#Allowed Values: ALLOW, GLOBAL_ONLY, DENY
dimensionalWarp = "ALLOW"
#List of dimensions that players are allowed to warp cross-dimension from and to. If left empty, all dimensions except those in dimensionalWarpDenyList are allowed.
dimensionalWarpAllowList = []
#List of dimensions that players are not allowed to warp cross-dimension from and to. Only used if dimensionalWarpAllowList is empty.
dimensionalWarpDenyList = []
#Set to true if players should be able to teleport between waystones by simply right-clicking a waystone.
allowWaystoneToWaystoneTeleport = true
#Set to false to allow non-creative players to make waystones globally activated for all players.
globalWaystoneSetupRequiresCreativeMode = true
[cooldowns]
#The multiplier applied to the cooldown when teleporting to a global waystone via inventory button or warp stone.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
globalWaystoneCooldownMultiplier = 1.0
#The cooldown between usages of the warp stone in seconds. This is bound to the player, not the item, so multiple warp stones share the same cooldown.
#Range: > -2147483648
warpStoneCooldown = 30
#The time in ticks that it takes to use a warp stone. This is the charge-up time when holding right-click.
#Range: > -2147483648
warpStoneUseTime = 32
#The time in ticks that it takes to use a warp plate. This is the time the player has to stand on top for.
#Range: > -2147483648
warpPlateUseTime = 20
#The time in ticks it takes to use a scroll. This is the charge-up time when holding right-click.
#Range: > -2147483648
scrollUseTime = 32
#The cooldown between usages of the inventory button in seconds.
#Range: > -2147483648
inventoryButtonCooldown = 300
[inventoryButton]
#Set to 'NONE' for no inventory button. Set to 'NEAREST' for an inventory button that teleports to the nearest waystone. Set to 'ANY' for an inventory button that opens the waystone selection menu. Set to a waystone name for an inventory button that teleports to a specifically named waystone.
inventoryButton = ""
#The x position of the warp button in the inventory.
#Range: > -2147483648
warpButtonX = 58
#The y position of the warp button in the inventory.
#Range: > -2147483648
warpButtonY = 60
#The y position of the warp button in the creative menu.
#Range: > -2147483648
creativeWarpButtonX = 88
#The y position of the warp button in the creative menu.
#Range: > -2147483648
creativeWarpButtonY = 33
[worldGen]
#Set to 'DEFAULT' to only generate the normally textured waystones. Set to 'MOSSY' or 'SANDY' to generate all as that variant. Set to 'BIOME' to make the style depend on the biome it is generated in.
#Allowed Values: DEFAULT, MOSSY, SANDY, BIOME
worldGenStyle = "BIOME"
#Approximate chunk distance between waystones generated freely in world generation. Set to 0 to disable generation.
#Range: > -2147483648
frequency = 0
#List of dimensions that waystones are allowed to spawn in through world gen. If left empty, all dimensions except those in worldGenDimensionDenyList are used.
dimensionAllowList = ["minecraft:overworld", "minecraft:the_nether", "minecraft:the_end"]
#List of dimensions that waystones are not allowed to spawn in through world gen. Only used if worldGenDimensionAllowList is empty.
dimensionDenyList = []
#Set to 'PRESET_FIRST' to first use names from the custom names list. Set to 'PRESET_ONLY' to use only those custom names. Set to 'MIXED' to have some waystones use custom names, and others random names.
#Allowed Values: PRESET_FIRST, RANDOM_ONLY, PRESET_ONLY, MIXED
nameGenerationMode = "PRESET_FIRST"
#These names will be used for the PRESET name generation mode. See the nameGenerationMode option for more info.
customWaystoneNames = []
#Set to true if waystones should be added to the generation of villages. Some villages may still spawn without a waystone.
spawnInVillages = true
#Ensures that pretty much every village will have a waystone, by spawning it as early as possible. In addition, this means waystones will generally be located in the center of the village.
forceSpawnInVillages = true
[client]
#If enabled, the text overlay on waystones will no longer always render at full brightness.
disableTextGlow = false
[compatibility]
#If enabled, JourneyMap waypoints will be created for each activated waystone.
displayWaystonesOnJourneyMap = true
#If enabled, JourneyMap waypoints will only be created if the mod 'JourneyMap Integration' is not installed
preferJourneyMapIntegration = true