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