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both/config/RandomThings.cfg
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161
both/config/RandomThings.cfg
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# Configuration file
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blocks {
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B:BloodmoonSensor=true
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B:DyeingMachine=true
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B:EnderEnergyDistributor=true
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B:EnergyDistributor=true
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B:FertilizedDirt=true
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B:FluidDisplay=true
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B:ItemCollector=true
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B:LapisLamp=true
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B:MoonSensor=true
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B:NotificationInterface=true
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B:OnlineDetector=true
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B:PlayerInterface=true
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B:SpectreGlass=true
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B:WirelessLever=true
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}
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dungeonloot {
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I:WhiteStone=3
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}
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items {
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B:BiomePainter=true
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B:BiomeSolution=true
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B:Bloodstone=true
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B:CreativeChestGenerator=true
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B:CreativeGrower=true
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B:CreativeSword=true
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B:DropFilter=true
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B:EnderLetter=false
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B:Ginto=true
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B:Imbues=true
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B:MagneticForce=true
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B:OpSpectreKey=true
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B:SoundRecorder=true
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B:SpectreArmor=true
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B:SpectreKey=true
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B:SpectreSword=true
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B:SpiritBinder=true
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B:VoidStone=true
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B:Whitestone=true
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}
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##########################################################################################################
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# potionids
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#--------------------------------------------------------------------------------------------------------#
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# Setting these to -1 will auto resolve them. If RandomThings finds a potion at the position of the specified id it will try to find a free one. It will also dynamically increase the size of the potion array if necessary.
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##########################################################################################################
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potionids {
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I:ImbueExperience=85
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I:ImbueFire=88
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I:ImbuePoison=84
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I:ImbueSpectre=99
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I:ImbueWeakness=98
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I:ImbueWither=97
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}
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settings {
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# The amount of ticks the biome capsule needs to collect 1 charge
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I:BiomeChargeTime=20
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# Whether fog will turn black on a Bloodmoon to look better with the red sky
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B:BloodMoonBlackFog=true
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# The chance of a bloodmoon happening (0=Never;1=Every night;0.05=5% of all nights)
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D:BloodMoonChance=0.01
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# Blood moon happens cyclically every X days (set to 0 to disable it)
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I:BloodMoonCycle=0
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# Whether players are NOT allowed to sleep during a bloodmoon
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B:BloodMoonNoSleep=true
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# Whether light will be tinted red on a Bloodmoon
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B:BloodMoonRedLight=true
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# Whether the moon will be red on a Bloodmoon
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B:BloodMoonRedMoon=true
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# Whether the sky will turn red on a Bloodmoon
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B:BloodMoonRedSky=true
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# With which number should the default entity limit be multiplicated on a blood moon
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I:BloodMoonSpawnLimitMult=2
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# How close can enemys spawn next to the player on a bloodmoon in blocks? (Vanilla=24)
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I:BloodMoonSpawnRange=12
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# How much faster enemys spawn on a bloodmoon (0=Vanilla)
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I:BloodMoonSpawnSpeed=1
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# Whether players in the overworld should receive a message at the beginning of the bloodmoon
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B:BloodmoonMessage=true
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# Whether the Bloodmoon should respect the doMobSpawning gamerule
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B:BloodmoonRespectGamerule=true
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# Should monsters spawned by a bloodmoon vanish at dawn?
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B:BloodmoonVanish=false
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# Bonemeal particles will appear whenever fertilized dirt boosts the plant
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B:FertilizedDirtGrowthIndicator=true
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# How often should Fertilize Dirt tick the plant above it when it's ticked itself?
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I:FertilizedDirtGrowthModifier=3
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# The duration of imbues (in ticks)
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I:ImbueDuration=6000
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# A random number from 0-thisconfigoption will be added to the decay speed for every Leave. Setting this to 0 will decay leaves rather linear while higher numbers will let the whole thing look more natural
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I:LeaveDecayFuzz=5
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# The amount of ticks every leave needs to decay (Lower is faster)
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I:LeaveDecaySpeed=7
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# In ticks (20=1 Second)
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I:MagneticForceTeleportLength=200
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B:SpectreDimensionFog=true
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# The Dimension ID of the spectre World. On first run and when you set this setting to -1 RandomThings will try to find a dimensionID itself
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I:SpectreDimensionID=201
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# The chance of phasing through an attack while being imbued with spectre
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D:SpectreImbueChance=0.1
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# The chance of a spirit spawning when you don't use a Spectre Sword (0-1)
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D:SpiritChance=0.02
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# The chance of a spirit spawning when you have a spirit binder in your inventory and kill the entity with a spectre sword. (0-1)
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D:SpiritChanceSword=0.1
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# The range of a wireless lever in blocks
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I:WirelessLeverRange=10
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}
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vanillachanges {
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# Leaves will decay much faster when no longer connected to a log
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B:FasterLeaveDecay=true
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# Locks the Gamma to 0
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B:LockedGamma=true
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# The normal dirt background will be replaced with a different block each start
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B:ModifiedBackgrounds=false
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# When you throw something or shoot an arrow the motion of the player will be added to the motion of the projectile
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B:ThrowableMotion=true
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# If this is not empty the options background will not be random but the one specified here. This has to be a Resource Location, for more information visit the Curse Forge Page of Custom Backgrounds
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S:fixedBackground=
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}
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