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both/config/reccomplex.cfg
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80
both/config/reccomplex.cfg
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# Configuration file
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balancing {
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# Enabling this will cancel any structure generation if another structure is present at the cooridnate already. [default: true]
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B:avoidOverlappingGeneration=true
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# The base weight of RC village generation types. Vanilla average is about 10 - if you want to fully replace vanilla structures in villages, crank this up to something big. [range: 0 ~ 100000, default: 10]
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I:baseVillageSpawnWeight=10
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# Chance to use the customArtifactTag when an artifact generation tag fires. [range: 0.0 ~ 1.0, default: 0.0]
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S:customArtifactChance=0.0
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# Custom Inventory Generator to override when an artifact generation tag fires. [default: ]
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S:customArtifactTag=
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# Chance to use the customArtifactTag when a book generation tag fires. [range: 0.0 ~ 1.0, default: 0.0]
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S:customBookChance=0.0
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# Custom Inventory Generator to override when a book generation tag fires. [default: ]
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S:customBookTag=
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# If disabled, Recurrent Complex will generate structures in worlds without the structure generation option. [default: true]
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B:honorStructureGenerationOption=true
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# Resource Expression that will be applied to each loading inventory generator, determining if it should be set to 'active'. [default: ]
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S:inventoryGeneratorGenerationMatcher=
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# Resource Expression that will be applied to each loading inventory generator, determining if it should be loaded. [default: ]
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S:inventoryGeneratorLoadMatcher=
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# Enabling this will make the mod register as little as possible, which enables it to be used server-side only. [default: false]
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B:lightweightMode=true
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# Maximum number of reverses per room the maze generator can do. A higher number results in a better generation success rate, but may freeze the server temporarily. [range: -1.0 ~ 100.0, default: 10.0]
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S:mazePlacementReversesPerRoom=10.0
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# Within this block radius, default structures won't spawn (in the main dimension). [range: 0.0 ~ 500.0, default: 30.0]
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S:minDistToSpawnForGeneration=30.0
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# Resource Expression that will be applied to each loading structure, determining if it should be set to 'active'. [default: ]
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S:structureGenerationMatcher=
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# Resource Expression that will be applied to each loading structure, determining if it should be loaded. [default: ]
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S:structureLoadMatcher=
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# How often do structures spawn? [range: 0.0 ~ 10.0, default: 1.0]
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S:structureSpawnChance=1.0
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# Biome Expression that will be checked for every single structure. Use this if you want to blacklist / whitelist specific biomes that shouldn't have structures. [default: ]
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S:universalBiomeMatcher=
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# Dimension Expression that will be checked for every single structure. Use this if you want to blacklist / whitelist specific dimensions that shouldn't have structures. [default: ]
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S:universalDimensionMatcher=
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}
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controls {
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# The key to be held when you want to make a secondary selection with block selectors [default: ctrl]
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S:blockSelectorModifierKeys=ctrl
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}
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general {
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# The String that will be prefixed to every command, e.g. '#' -> '/#gen', '#paste' etc. [default: #]
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S:commandPrefix=#
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# Disabling this will prevent spawn command blocks from notifying the server admins, as normal commands would. [default: false]
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B:notifyAdminOnBlockCommands=false
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# Whether player caches like the clipboard and previewed operations will be saved and loaded. [default: true]
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B:savePlayerCache=true
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}
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visual {
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# Only show the edges of negative space blocks? (Improves performance in big builds) [default: true]
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B:hideRedundantNegativeSpace=true
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}
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