update novacraft config
This commit is contained in:
@@ -20,28 +20,13 @@
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"ancient city customization" {
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# Do not use Blue Ice from Et Futurum Requiem instead use Packed Ice in The Ancient City. [default: false]
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B:disableBlueIceInAncientCity=false
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# Do not use Cobbled Deepslate from Et Futurum Requiem instead use Cobbled Grimstone in The Ancient City. [default: false]
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B:disableCobbledDeepslateInAncientCity=false
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# Do not use Dark Oak Fence from Et Futurum Requiem instead use regular Fences in The Ancient City. [default: false]
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B:disableDarkOakFenceInAncientCity=false
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# Do not use Deepslate Bricks and building blocks from Et Futurum Requiem instead use Grimstone Bricks in The Ancient City. [default: false]
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B:disableDeepslateBricksInAncientCity=false
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# Do not use Deepslate from Et Futurum Requiem instead use Grimstone Blocks in The Ancient City. [default: false]
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B:disableDeepslateInAncientCity=false
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# Do not use Et Futurum Requiem soul fire and instead use the ones from Netherlicious, if those do not exist then use Deepfire. [default: false]
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B:disableEtFuturumSoulFireInAncientCity=false
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# Do not use Et Futurum Requiem soul lanterns and instead use the ones from Netherlicious, if those do not exist then there will be nothing. [default: false]
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B:disableEtFuturumSoulLanternInAncientCity=false
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# Do not use Iron Trapdoor from Et Futurum Requiem instead use regular trapdoor in The Ancient City. [default: false]
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B:disableIronTrapdoorInAncientCity=false
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# Do not use Netherlicious basalt and instead use the one from Et Futurum Requiem, if those do not exist then use Polished Vanite Bricks. [default: true]
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@@ -52,10 +37,40 @@
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# Enables Ancient Cities to start generating 5k from spawn. [default: true]
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B:enableAncientCity=true
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# Do not use Blue Ice from Et Futurum Requiem instead use Packed Ice in The Ancient City. [default: true]
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B:enableBlueIceInAncientCity=true
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# Do not use Cobbled Deepslate from Et Futurum Requiem instead use Cobbled Grimstone in The Ancient City. [default: true]
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B:enableCobbledDeepslateInAncientCity=true
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# Do not use Dark Oak Fence from Et Futurum Requiem instead use regular Fences in The Ancient City. [default: true]
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B:enableDarkOakFenceInAncientCity=true
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# Do not use Deepslate Bricks and building blocks from Et Futurum Requiem instead use Grimstone Bricks in The Ancient City. [default: true]
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B:enableDeepslateBricksInAncientCity=true
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# Do not use Deepslate from Et Futurum Requiem instead use Grimstone Blocks in The Ancient City. [default: true]
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B:enableDeepslateInAncientCity=true
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# Do not use Et Futurum Requiem soul fire and instead use the ones from Netherlicious, if those do not exist then use Deepfire. [default: true]
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B:enableEtFuturumSoulFireInAncientCity=true
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# Do not use Et Futurum Requiem soul lanterns and instead use the ones from Netherlicious, if those do not exist then there will be nothing. [default: true]
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B:enableEtFuturumSoulLanternInAncientCity=true
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# Do not use Iron Trapdoor from Et Futurum Requiem instead use regular trapdoor in The Ancient City. [default: true]
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B:enableIronTrapdoorInAncientCity=true
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}
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"et futurum requiem options" {
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# Enables the use of Chains in structures: DISABLE if chains are disabled in Et Futurum Requiem. [default: false]
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B:disableChain=false
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# Enables the use of Magma Block in structures: DISABLE if magma blocks are disabled in Et Futurum Requiem. [default: false]
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B:disableMagmaBlock=false
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# Changes Recipe of the extended jump potion to require rabbit foot from Et Futurum.(DISABLE if you disabled rabbits/rabbit foot in Et Futurum Requiem) [default: true]
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B:enableAlternateAmpJumpPotionRecipe=true
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@@ -68,9 +83,12 @@
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# Enables Calcite from Et Futurum to generate from y=70 to y=100. [default: true]
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B:enableCalciteGeneration=true
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# Enables Klangite, Tophinite, & Vanite to generate within deepslate from Et Futurum Requiem instead within stone and has a deepslate texture to compensate for it. [default: false]
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# Enables Vanite to generate within deepslate from Et Futurum Requiem instead within stone and has a deepslate texture to compensate for it. [default: false]
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B:enableDeepslateOreGeneration=true
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# Allows recipes and blocks from NovaCraft to use and drop iron nuggets.(DISABLE if you disabled netherite in Et Futurum Requiem) [default: true]
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B:enableEtFuturumIronNugget=true
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# Changes Various Recipes to require netherite in their recipes from Et Futurum.(DISABLE if you disabled netherite in Et Futurum Requiem) [default: true]
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B:enableNetheriteInRecipes=true
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@@ -97,8 +115,33 @@ firefly {
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}
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misc {
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"gamma alterations | range:-1 - 1" {
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D:"Important Options"=0.0
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}
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"important options" {
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# Disables recipe for Enchanted Golden Apples. [default: true]
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B:disableEnchantedGoldenAppleRecipe=true
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# Enables log messages for location of structures generating or if a crash was prevented. [default: false]
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B:enableDebugMode=false
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# Locks the gamma of the game to be whatever is set in gammaAlterations: -0.25 is 25% darker etc [default: true]
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B:enableGammaAlterations=true
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# Obsidian Blocks that are directly above a lava source block convert to Glowing Obsidian. [default: true]
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B:enableGlowingObsidian=true
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# Beds will only set the player's spawnpoint and will not allow them to skip the night. [default: true]
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B:enableNoSkippingTheNight=false
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# Enables weapons from novacraft to allign with vanilla in terms of damage/durability more rather than other RPG like mods. [default: true]
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B:enableWeaponsToAllignWithVanilla=false
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}
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misc {
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B:disableEnchantedGoldenAppleRecipe=false
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# Enables crafting recipe for Ancient City Totem [default: true]
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@@ -113,17 +156,23 @@ misc {
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# Enables luminant leaves to have a slight glow effect.(Disable this if you use dynamic leaves) [default: true]
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B:enableLuminantLeavesGlow=true
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# Beds will only set the player's spawnpoint and will not allow them to skip the night. [default: true]
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B:enableNoSkippingTheNight=false
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# Enables sculk stone to spread to nearby stone type blocks like grass. [default: false]
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B:enableSculkStoneSpreading=false
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# Enables diamonds in novacraft loot tables [default: true]
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B:enableTreasureCratesDropDiamonds=true
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# Enables weapons from novacraft to allign with vanilla in terms of damage/durability more rather than other RPG like mods. [default: false]
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B:enableWeaponsToAllignWithVanilla=false
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# Enables a unique beacon beam for the legendary beacon. [default: false]
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B:enableUniqueLegendaryBeaconBeam=false
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# Enables the Warden Applying blindess to the player when within 5 Blocks: Note if False the Player will be given Slowness II Instead [default: true]
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B:enableWardenBlindness=false
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# Enables the Warden Applying slowness II to the player when within 5 Blocks [default: true]
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B:enableWardenSlowness=true
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# Enables the Warden Applying weakness I to the player when within 5 Blocks [default: false]
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B:enableWardenWeakness=false
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}
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@@ -143,6 +192,15 @@ mobs {
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# Enables the Spawning of the Cave Monitor [default: true]
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B:enableSpawnCaveMonitor=true
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# Enables the Spawning of the Creaking [default: true]
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B:enableSpawnCreaking=true
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# Enables the Spawning of the Creaking in Modded Biomes; will spawn all variants at random as it only works with vanilla biomes. [default: true]
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B:enableSpawnCreakinginModdedBiomes=true
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# Enables the Spawning of the Creepy Cube [default: true]
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B:enableSpawnCreepyCube=true
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# Enables the Spawning of the Death Stalker [default: true]
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B:enableSpawnDeathStalker=true
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@@ -167,12 +225,42 @@ mobs {
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# Enables the Spawning of the Firefly [default: true]
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B:enableSpawnFirefly=true
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# Enables the Spawning of Frogs [default: true]
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B:enableSpawnFrog=true
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# Enables the Spawning of the Frog in Modded Biomes; will spawn all variants at random as it only works with vanilla biomes. [default: true]
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B:enableSpawnFroginModdedBiomes=true
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# Enables the Spawning of Giant Frogs [default: true]
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B:enableSpawnGiantFrog=true
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# Enables the Spawning of Glow Squids [default: true]
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B:enableSpawnGlowSquid=true
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# Enables the Spawning of 1.17 Goat [default: true]
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B:enableSpawnGoat=true
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# Enables the Spawning of Hardmode Creepers once HardMode is enabled. [default: true]
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B:enableSpawnHardmodeCreeper=true
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# Enables the Spawning of Hardmode Ghasts once HardMode is enabled. [default: true]
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B:enableSpawnHardmodeGhast=true
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# Enables the Spawning of Hardmode MagmaCubes once HardMode is enabled. [default: true]
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B:enableSpawnHardmodeMagmaCube=true
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# Enables the Spawning of Hardmode Skeletons once HardMode is enabled. [default: true]
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B:enableSpawnHardmodeSkeleton=true
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# Enables the Spawning of Hardmode Slimes once HardMode is enabled. [default: true]
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B:enableSpawnHardmodeSlime=true
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# Enables the Spawning of Hardmode Spider once HardMode is enabled. [default: true]
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B:enableSpawnHardmodeSpider=true
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# Enables the Spawning of Hardmode Zombies once HardMode is enabled. [default: true]
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B:enableSpawnHardmodeZombie=true
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# Enables the Spawning of Iceologer [default: true]
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B:enableSpawnIceologer=true
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@@ -252,15 +340,30 @@ mobs {
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# Enables More Redstone Ore to generate within Caves. [default: false]
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B:enableAdditonalRedstoneOreGeneration=false
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# Enables Basal generation [default: true]
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B:enableBasal=true
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# Enables beach biomes to be more pronounce and taller along coastlines. [default: true]
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B:enableBeachBiomeAlterations=true
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# Use Blackstone Bricks from Netherlicious instead use Nullstone Bricks. [default: true]
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B:enableBlackstoneBricksInNetherStructures=true
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# Enables Brimstone Ore generation [default: true]
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B:enableBrimstoneOre=true
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# Enables small craters in world generation. [default: true]
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B:enableCraters=false
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# Enables Deepoid Fortress Generation in the Nether. [default: true]
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B:enableDeepoidFortress=true
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# Enables deserts to be flatter in generation. [default: true]
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B:enableDesertBiomeAlterations=false
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# Enables Sandstone Creeper Statue generation. [default: true]
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B:enableDesertCreeperStatueGeneration=true
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# Enables Endstone Blobs to generate throughout the End, if you use HEE or Enderlious this should not be necessary. [default: true]
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B:enableEndstoneBlobs=false
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@@ -309,15 +412,27 @@ mobs {
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# Enables Grimstone Redstone Ore generation [default: true]
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B:enableGrimstoneRedstone=false
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# Enables infested bastion to generate in the Nether. [default: true]
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B:enableInfestedBastion=true
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# Enables Lacuna Trees Generating In the End(May crash when generating with Neodymium; fix unknown). [default: true]
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B:enableLacunaTreeGeneration=true
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# Enables large luminant tree generation. [default: true]
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B:enableLargeLuminantTreeGeneration=true
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# Enables Dark and Grim lichen generation. [default: true]
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B:enableLichenGeneration=true
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# Enables luminant tree generation. [default: true]
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B:enableLuminantTreeGeneration=true
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# Enables massive craters in world generation. [default: true]
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B:enableMassiveCraters=false
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# Enables regular biomes to have a slightly higher average height and randomness. [default: true]
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B:enableMiscBiomeAlterations=false
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# Enables moss blocks and carpets to generate on the surface and in caves close to the surface. [default: true]
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B:enableMossGeneration=true
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@@ -348,62 +463,86 @@ mobs {
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# Enables Nullstone Redstone Ore generation [default: true]
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B:enableNullstoneRedstone=false
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# Enables small dungeons with sea serpent spawners to generate at the bottom of oceans. [default: true]
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B:enableOceanDungeonsGeneration=true
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# Enables pherithium stalagmites and stalagtites generation. [default: true]
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B:enablePherithiumGeneration=true
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# Enables pherithium ore to generate, by default it is set to false. [default: false]
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B:enablePherithiumOreGeneration=false
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# Enables plains and ice plains to be flatter in generation. [default: true]
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B:enablePlainsBiomeAlterations=false
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# Enables the various crystals to very rarely generate in caves outside their geos -> for modpacks with insane cave generation due to lack of spawning spaces. [default: false]
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B:enableRareCrystalGeneration=false
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# Enables Klangite Ore to also generate in the Overworld. [default: false]
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B:enableRareOverworldKlangiteOre=false
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# Enables Tophinite Ore to also generate in the Overworld. [default: false]
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B:enableRareOverworldTophiniteOre=false
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# Enables Sculk and it's variations to generate outside sculk geos/dungeons. [default: true]
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B:enableSculkGeneration=true
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# Enables Sculk and it's variations to generate outside sculk geos/dungeons in all overworld biomes. [default: true]
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B:enableSculkGenerationAllBiomes=true
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# Enables Sculk Infested Mineshafts to generate within Mountain Type Biomes. [default: true]
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# Enables Sculk Infested Mineshafts generation. [default: true]
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B:enableSculkInfestedMineshaft=true
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# Enables Stone Slime Statue generation. [default: true]
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B:enableSlimeStatueGeneration=true
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# Enables Stalagmites and Stalactites in world generation. [default: true]
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B:enableStalagAndStalacGeneration=true
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# Enables Vacuum Sand to generate throughout the End. [default: true]
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B:enableVacuumSand=true
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# Enables height changes and randomness to Vanilla Biomes [default: true]
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B:enableVanillaBiomeAlterations=false
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# Enables hill subtype biome changes: ForestHills, TagiaHills etc [default: true]
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B:enableVanillaHillBiomeAlterations=false
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# Enables extreme hill biome changes: ExtremeHills, ExtremeHillsPlus etc [default: true]
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B:enableVanillaMountainBiomeAlterations=false
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# Enables random small Vindicator houses in Forests. [default: true]
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B:enableVindicatorForestHouseGeneration=false
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# Enables rivers, swamps, and oceans to be a bit deeper in world generation. [default: true]
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B:enableWaterBiomeAlterations=false
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# Enables Yttrlinsite Geos to generate in the Overworld instead of only in the Nether. [default: false]
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B:enableYttrlinisteOverworldGeneration=false
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}
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"new particles" {
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# Enables Ender Lord Particles(Causing the log to freak out if Dragon API is installed) [default: true]
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# Enables Ender Lord Particles [default: true]
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B:enableEnderLordParticles=true
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# Enables FireFly Particles [default: true]
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B:enableFireflyParticles=true
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# Enables Glow Squid Particles(Causing the log to freak out if Dragon API is installed) [default: true]
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# Enables Glow Squid Particles [default: true]
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B:enableGlowSquidParticles=true
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# Enables Ionizatior Particles [default: true]
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B:enableIonizatiorParticles=true
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# Enables Void Entity Particles(Causing the log to freak out if Dragon API is installed) [default: true]
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# Enables Void Entity Particles [default: true]
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B:enableVoidEntityParticles=true
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# Enables Warden Particles(Causing the log to freak out if Dragon API is installed) [default: true]
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# Enables Warden Particles [default: true]
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B:enableWardenParticles=true
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}
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"server options" {
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# Enables a unique beacon beam for the legendary beacon. [default: false]
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B:enableUniqueLegendaryBeaconBeam=false
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}
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"spawn rate - destitute islands" {
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I:"New generation"=300
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}
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@@ -468,16 +607,3 @@ vanilla {
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B:disableRegularVanillaOres=false
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}
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"warden options" {
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# Enables the Warden Applying blindess to the player when within 5 Blocks: Note if False the Player will be given Slowness II Instead [default: true]
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B:enableWardenBlindness=false
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# Enables the Warden Applying slowness II to the player when within 5 Blocks [default: true]
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B:enableWardenSlowness=true
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# Enables the Warden Applying weakness I to the player when within 5 Blocks [default: false]
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B:enableWardenWeakness=true
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}
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