15 Commits

19 changed files with 846 additions and 14 deletions

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@@ -269,7 +269,7 @@ health {
B:foodRegensHealth=true
# Speed up or slow down the rate that health regenerates (0 to disable regen) [vanilla: 100] [range: 0 ~ 2147483647, default: 100]
I:healthRegenRatePercentage=120
I:healthRegenRatePercentage=250
# The lower your health the longer it takes to regen, modify the effect here (lower = less effect) (modifyRegenRateOnLowHealth must be true) [vanilla: 5] [range: 0 ~ 2147483647, default: 5]
I:lowHealthRegenRateModifier=5

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@@ -0,0 +1,38 @@
# Configuration file
"tinker's construct addon: iguana tweaks for tinkers construct" {
# Stuff used for debugging. You probably don't want this.
B:Debug=false
# Modify tool and item mining levels to create a tiered-ish progression
B:HarvestLevelTweaks=true
# All the Items Iguana Tweaks for TConstruct adds (Clay Buckets,...)
B:Items=true
# Adds additional MobHeads and control over MobHead drops.
B:MobHeads=true
# Makes Saw cut stuff again
B:MultipartCompat=true
# This module allows to override about any values relevant for TConstruct or IguanaTinkerTweaks.
B:Override=false
# Various Tweaks for vanilla Minecraft and Tinker's Construct. See Config.
B:Restrictions=true
# The Iguana Tweaks Leveling System for Tinker's Tools
B:ToolLeveling=true
# Replace parts of tools
B:ToolPartReplacing=true
# Various Tweaks for vanilla Minecraft and Tinker's Construct. See Config.
B:Tweaks=true
# This module takes care of additional awesome dungeon loot.
B:WorldGen=true
}

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@@ -0,0 +1,337 @@
# Configuration file
##########################################################################################################
# allowedtools
#--------------------------------------------------------------------------------------------------------#
# Tweak Module: This category allows you to specify which tools ARE NOT USABLE or alternatively ARE STILL USABLE if the option to disable non-TConstsruct tools is enabled.
# To make this easier a /dumpTools command is provided, that dumps the names of all applicable items in your world. Copy'n'Paste away!
##########################################################################################################
allowedtools {
# Bows that are excluded if the option to nerf non-tinkers bows is enabled. [default: ]
S:bows <
>
# Change the type of the exclusion.
# 'blacklist' means the listed tools are made unusable.
# 'whitelist' means ALL tools except the listed ones are unusable. [default: blacklist]
S:exclusionType=blacklist
# Hoes that are excluded if the option to nerf non-tinkers hoes is enabled. [default: [Steamcraft:hoeGildedGold], [Steamcraft:hoeBrass], [IC2:itemToolBronzeHoe], [Railcraft:tool.steel.hoe]]
S:hoes <
Steamcraft:hoeGildedGold
Steamcraft:hoeBrass
IC2:itemToolBronzeHoe
Railcraft:tool.steel.hoe
>
# Here you can exclude entire mods by adding their mod-id (the first part of the string). [default: [minecraft], [Metallurgy], [Natura], [BiomesOPlenty], [ProjRed|Exploration], [appliedenergistics2], [MekanismTool], [ThermalFoundation]]
S:mods <
minecraft
Metallurgy
Natura
BiomesOPlenty
ProjRed|Exploration
appliedenergistics2
MekanismTool
ThermalFoundation
>
# Swords that are excluded if the option to nerf non-tinkers swords is enabled. [default: [Botania:manasteelSword], [Steamcraft:swordGildedGold], [Steamcraft:swordBrass], [ThermalExpansion:tool.battleWrenchInvar], [IC2:itemToolBronzeSword], [Railcraft:tool.steel.sword]]
S:swords <
Botania:manasteelSword
Steamcraft:swordGildedGold
Steamcraft:swordBrass
ThermalExpansion:tool.battleWrenchInvar
IC2:itemToolBronzeSword
Railcraft:tool.steel.sword
>
# Tools that are excluded if the option to nerf non-tinkers tools is enabled. [default: [Botania:manasteelAxe], [Botania:manasteelPick], [Botania:manasteelShovel], [Steamcraft:axeGildedGold], [Steamcraft:pickGildedGold], [Steamcraft:shovelGildedGold], [Steamcraft:axeBrass], [Steamcraft:pickBrass], [Steamcraft:shovelBrass], [IC2:itemToolBronzeAxe], [IC2:itemToolBronzePickaxe], [IC2:itemToolBronzeSpade], [Railcraft:tool.steel.axe], [Railcraft:tool.steel.pickaxe], [Railcraft:tool.steel.shovel]]
S:tools <
Botania:manasteelAxe
Botania:manasteelPick
Botania:manasteelShovel
Steamcraft:axeGildedGold
Steamcraft:pickGildedGold
Steamcraft:shovelGildedGold
Steamcraft:axeBrass
Steamcraft:pickBrass
Steamcraft:shovelBrass
IC2:itemToolBronzeAxe
IC2:itemToolBronzePickaxe
IC2:itemToolBronzeSpade
Railcraft:tool.steel.axe
Railcraft:tool.steel.pickaxe
Railcraft:tool.steel.shovel
>
}
##########################################################################################################
# debug
#--------------------------------------------------------------------------------------------------------#
# Stuff to give you/me more information
##########################################################################################################
debug {
# Logs when the harvest level of a block is changed [default: true]
B:logBlockHarvestLevelChange=true
# Logs how much the extra-chance from doing stuff you had when getting a random bonus on levelup. [default: true]
B:logBonusExtraChance=true
# Logs every single thing done by the Override module. Use at your own risk. ;) [default: false]
B:logExcessiveOverrideChanges=false
# Logs when the mining level of a tinkers tool material is changed [default: true]
B:logTinkerMaterialChange=true
# Logs when the mining level of a (non-tinker) tool is changed [default: true]
B:logToolMiningLevelChange=true
# Current Tool/Pick XP is shown as debug (F3) text [default: false]
B:showDebugXP=false
}
##########################################################################################################
# harvestleveltweaks
#--------------------------------------------------------------------------------------------------------#
# Harvest Level Tweak Module: Introduces a slower mining level progression.
##########################################################################################################
harvestleveltweaks {
# Changes the Diamond and Emerald modifier: Apply it to a bronze level tool to obtain diamond level. Required unless you have steel or similar. [default: true]
B:diamondRequired=false
# Change durability of all tool materials (in percent) [range: 1 ~ 999, default: 80]
I:durabilityPercentage=100
# Change mining speed of all tool materials (in percent) [range: 1 ~ 999, default: 100]
I:miningSpeedPercentage=100
}
##########################################################################################################
# mobheads
#--------------------------------------------------------------------------------------------------------#
# Mob Head Module: Adds additional Mob heads and drops
##########################################################################################################
mobheads {
# Base percentage for a head to drop [range: 0 ~ 100, default: 5]
I:baseDropChange=5
# Percentage added to base percentage per level of Beheading modifier [range: 1 ~ 100, default: 2]
I:beheadingDropChange=2
}
partreplacement {
# How much of the current XP% to the next mining level shall be removed when replacing the pickaxe head. Useful to remove the mining level boost on part replacement. [range: 0 ~ 100, default: 5]
I:PickBoostXpPenality=5
# How much of the current XP% shall be removed when replacing parts (So if you had 50%, and penality is 10% it'll remove 5% xp, resulting in 45%). Does not remove Skill Levels. [range: 0 ~ 100, default: 0]
I:XpPenality=0
# Removes the Mob Head Modifier on Tool-Head replacement, allowing it to be reapplied. Should be used with PickBoostXpPenality. [default: true]
B:removeMobHead=true
}
##########################################################################################################
# pickleveling
#--------------------------------------------------------------------------------------------------------#
# Leveling Module: Allows pickaxes to gain a mining level with enough XP. Should be used with the HarvestLevel Module.
##########################################################################################################
pickleveling {
# Mob heads can be used to boost a pickaxe's mining xp. [default: true]
B:addMobHeadBoost=true
# Pickaxes gain Mining Xp by using the pickaxe. [default: true]
B:allowLevelingBoost=true
# Mob head boosting requires a free modifier [default: false]
B:mobHeadBoostNeedsModifier=false
# Every Pickaxes Mining Level is reduced by 1 and needs a mining levelup (separate from tool level) or, if enabled, a mob head modifier to advance [default: true]
B:pickaxeBoostRequired=true
# Change the percentage of XP required to boost a pick (i.e. 200 means 2x normal boost xp required) [range: 1 ~ 999, default: 100]
I:xpRequiredPickBoostPercentage=100
}
##########################################################################################################
# randombonuses
#--------------------------------------------------------------------------------------------------------#
# Leveling Module: Allows to completely deactivate specific modifiers on levelup.
##########################################################################################################
randombonuses {
B:allowAttack=true
B:allowAutosmelt=false
B:allowBaneOfArthropods=true
B:allowBeheading=true
B:allowCritical=true
B:allowDiamond=true
B:allowEmerald=true
B:allowFiery=true
B:allowJagged=true
B:allowKnockback=true
B:allowLifeSteal=true
B:allowLuckLooting=true
B:allowRedstone=true
B:allowReinforced=true
B:allowRepair=true
B:allowSilkTouch=false
B:allowSmite=true
B:allowStonebound=true
}
##########################################################################################################
# toolleveling
#--------------------------------------------------------------------------------------------------------#
# Leveling Module: Setup the leveling system how you like it
##########################################################################################################
toolleveling {
# Adds a random bonus on these levelups if 'RandomBonuses' is enabled
I:BonusesAtLevels <
2
4
6
>
# Each modifier is equally likely on levelup. Disables useful bonuses. [default: false]
B:CompletelyRandomBonuses=false
# The amount of modifiers new tools have. [range: 0 ~ 9, default: 0]
I:ExtraModifiers=0
# Adds an extra modifier on these levelups if 'ExtraModifiers' is enabled
I:ModifiersAtLevels <
2
4
6
>
# Gives a random bonus every level, if false and levelling is on modifiers are given at levels 2 and 4 (requires 'toolLeveling=true') [default: true]
B:RandomBonuses=true
# Disables less-useful modifiers on levelups. Like a sword with silktouch, or a pickaxe with beheading. [default: true]
B:UsefulBonuses=true
# XP tooltip shows numbers, in addition to percentage [default: true]
B:detailedXpTooltip=true
# [range: 1 ~ 99, default: 6]
I:maxToolLevel=6
# If true, only the heads of tools are examined when determining how much XP it takes to level up. (This only matters if you manually specify that some material types level faster than others using the override module) [default: true]
B:onlyHeadsChangeXPRequirement=true
# Current XP% is shown after the level [default: false]
B:showMinimalTooltipXP=false
# Current XP is shown when hovering over a tool [default: true]
B:showTooltipXP=true
# Can your skill with tools 'level up' as you use them? [default: true]
B:toolLeveling=true
# Exponential multiplier for required boost xp per level [range: 1.0 ~ 9.99, default: 1.12]
S:xpPerBoostLevelMultiplier=1.12
# Exponential multiplier for required xp per level [range: 1.0 ~ 9.99, default: 1.15]
S:xpPerLevelMultiplier=1.15
# Change the XP required to level up tools in % (higher = more xp needed) [range: 1 ~ 999, default: 100]
I:xpRequiredToolsPercentage=100
# Change the XP required to level up weapons in % (higher = more xp needed) [range: 1 ~ 999, default: 100]
I:xpRequiredWeaponsPercentage=100
}
##########################################################################################################
# tweaks
#--------------------------------------------------------------------------------------------------------#
# Tweak Module: Tweaks to vanilla Minecraft and Tinker's Construct
##########################################################################################################
tweaks {
# Adds a shapeless recipe to get flint from gravel [default: true]
B:addFlintRecipe=true
# Allows toolparts to be used as material in the Part Builder. Like, turn a Pick head into a Shovel head.! [default: true]
B:allowPartReuse=true
# Allows to use stencils as blank patterns in the stencil table [default: false]
B:allowStencilReuse=false
# Allows you to use a piece of string as a binding [default: true]
B:allowStringBinding=true
# Creating a metal cast burns up the material that was used to create it [default: true]
B:castingBurnsMaterial=true
# Removes the ability to add modifiers with Gold, Diamond, Netherstars etc. [default: false]
B:disableBonusModifierModifiers=false
# Makes all non-TConstruct bows useless. You suddenly forgot how to use a bow. [default: false]
B:disableRegularBows=false
# Makes all non-TConstruct hoes to not be able to hoe ground. Use the Mattock. [default: false]
B:disableRegularHoes=false
# Makes all non-TConstruct swords useless. Like whacking enemies with a stick. [default: false]
B:disableRegularSwords=false
# Makes all non-TConstruct tools mine nothing [default: true]
B:disableRegularTools=false
# Stone Tools can only be used to create casts, but no tools [default: true]
B:disableStoneTools=false
# Allows to craft tool parts with a pattern and the material in any crafting grid. [default: false]
B:easyPartCrafting=false
# Allows to create Tool Station Tools (2-3 Parts) in any crafting grid [default: false]
B:easyToolBuilding=false
# Allows to also create Tool Forge Tools (4 Parts) in any crafting grid [default: false]
B:easyToolBuildingForge=false
# Allows to repair your tool in a crafting grid, without tool station [default: true]
B:easyToolRepair=true
# How many gravel are required to craft one Flint [range: 1 ~ 9, default: 3]
I:gravelPerFlint=3
# Silky Cloth needs gold ingots, instead of nuggets [default: true]
B:moreExpensiveSilkyCloth=false
# Silky Jewel needs an emerald block, instead of one emerald [default: false]
B:moreExpensiveSilkyJewel=false
# Flux modifier requires 2 Modifiers. Because that stuff is broken. [default: true]
B:moreModifiersForFlux=false
# Removes the random chance of getting flint from gravel [default: true]
B:removeFlintDrop=false
# Removes the creation of Obsidian in the Smeltery. This is normally used to prevent the early pre-diamond creation of obsidian tools. [default: true]
B:removeObsidianAlloy=false
# Removes the recipe for Tinker's Construct's stone torch [default: false]
B:removeStoneTorchRecipe=false
# Limits the amount how often a tool can be repaired. -1 means unlimited repairs, like normally. [range: -1 ~ 999, default: -1]
I:repairsLimit=-1
}

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@@ -0,0 +1,105 @@
# Configuration file
##########################################################################################################
# toolparts
#--------------------------------------------------------------------------------------------------------#
# Restriction Module: Allows to blacklist certain ToolParts from being created with specific Materials!
# The allowed and restricted entries are (=should be) equal. They're just both there for visibility.
# Any material not listed in any category will stay untouched.
##########################################################################################################
toolparts {
# This section is a negative of the above restricted section, and will be applied AFTER restricted parts.
# That means only the parts listed here will be craftable, none of the other parts with this material.
# If a Material does not show up here, it will be unmodified. Otherwise all other recipes for this material will be deleted.
# ATTENTION: THIS DOES NOT ALLOW YOU TO ADD NEW RECIPES. ONLY EXISTING ONES WORK. This exists purely for convenience.(materialnames and partnames are the same as restricted parts) [default: [Wood:rod], [Wood:crossbar], [Wood:binding], [Wood:sign], [Wood:bowlimb], [Wood:crossbowlimb], [Wood:crossbowbody], [Flint:pickaxe], [Flint:shovel], [Flint:axe], [Flint:knifeblade], [Flint:arrowhead], [Flint:shuriken], [Bone:rod], [Bone:shovel], [Bone:axe], [Bone:crossbar], [Bone:knifeblade], [Bone:arrowhead], [Bone:bowlimb], [Bone:crossbowlimb], [Bone:crossbowbody], [Cactus:rod], [Cactus:binding], [Cactus:knifeblade], [Cactus:shuriken], [Paper:rod], [Paper:binding], [Slime:rod], [Slime:sign], [Slime:binding], [Slime:bowlimb], [Slime:crossbowlimb], [Slime:crossbowbody], [BlueSlime:rod], [BlueSlime:binding], [BlueSlime:bowlimb], [BlueSlime:crossbowlimb], [BlueSlime:crossbowbody], [Netherrack:rod], [Netherrack:pickaxe], [Netherrack:shovel], [Netherrack:axe], [Netherrack:largeguard], [Netherrack:mediumguard], [Netherrack:crossbar], [Netherrack:binding], [Netherrack:sign], [Netherrack:largerod], [Netherrack:toughbinding], [Netherrack:largeplate], [Netherrack:broadaxe], [Netherrack:scythe], [Netherrack:excavator], [Netherrack:fullguard], [Netherrack:arrowhead], [Netherrack:crossbowbody], [Obsidian:rod], [Obsidian:pickaxe], [Obsidian:shovel], [Obsidian:axe], [Obsidian:largeguard], [Obsidian:mediumguard], [Obsidian:crossbar], [Obsidian:binding], [Obsidian:sign], [Obsidian:largerod], [Obsidian:toughbinding], [Obsidian:largeplate], [Obsidian:broadaxe], [Obsidian:scythe], [Obsidian:excavator], [Obsidian:hammerhead], [Obsidian:fullguard], [Obsidian:arrowhead], [Obsidian:crossbowbody], [Obsidian:shuriken]]
S:allowed <
Wood:rod
Wood:crossbar
Wood:binding
Wood:sign
Wood:bowlimb
Wood:crossbowlimb
Wood:crossbowbody
Flint:pickaxe
Flint:shovel
Flint:axe
Flint:knifeblade
Flint:arrowhead
Flint:shuriken
Bone:rod
Bone:shovel
Bone:axe
Bone:crossbar
Bone:knifeblade
Bone:arrowhead
Bone:bowlimb
Bone:crossbowlimb
Bone:crossbowbody
Cactus:rod
Cactus:binding
Cactus:knifeblade
Cactus:shuriken
Paper:rod
Paper:binding
Slime:rod
Slime:sign
Slime:binding
Slime:bowlimb
Slime:crossbowlimb
Slime:crossbowbody
BlueSlime:rod
BlueSlime:binding
BlueSlime:bowlimb
BlueSlime:crossbowlimb
BlueSlime:crossbowbody
Netherrack:rod
Netherrack:pickaxe
Netherrack:shovel
Netherrack:axe
Netherrack:largeguard
Netherrack:mediumguard
Netherrack:crossbar
Netherrack:binding
Netherrack:sign
Netherrack:largerod
Netherrack:toughbinding
Netherrack:largeplate
Netherrack:broadaxe
Netherrack:scythe
Netherrack:excavator
Netherrack:fullguard
Netherrack:arrowhead
Netherrack:crossbowbody
Obsidian:rod
Obsidian:pickaxe
Obsidian:shovel
Obsidian:axe
Obsidian:largeguard
Obsidian:mediumguard
Obsidian:crossbar
Obsidian:binding
Obsidian:sign
Obsidian:largerod
Obsidian:toughbinding
Obsidian:largeplate
Obsidian:broadaxe
Obsidian:scythe
Obsidian:excavator
Obsidian:hammerhead
Obsidian:fullguard
Obsidian:arrowhead
Obsidian:crossbowbody
Obsidian:shuriken
>
# Prevents the creation of listed Material-Tool combinations.
# The format is <materialname>:<partname>
# materialnames are: Platinum, Wood, Electrum, Stone, Iron, Flint, Cactus, Bone, Obsidian, Netherrack, Slime, Paper, Cobalt, Ardite, Manyullyn, Copper, Bronze, Alumite, Steel, BlueSlime, PigIron, Thaumium, Plastic, String, Pink Slime, unstableIngot, Bedrockium, MagicWood, Invar, Nickel, Lead, Silver
# partnames are: scythe, rod, pickaxe, largeguard, sign, shovel, binding, swordblade, fullguard, arrowhead, crossbowlimb, axe, bowlimb, excavator, hammerhead, mediumguard, crossbar, frypan, toughbinding, crossbowbody, broadaxe, chisel, knifeblade, largerod, shuriken, largeplate, largeblade,
# [default: ]
S:restricted <
>
}

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@@ -49,7 +49,7 @@ creature-general-settings {
custom-id-settings {
# The starting ID used for MoCreatures items. Each item will increment this number by 1 for its ID.
I:ItemID=8772
I:WyvernLairBiomeID=207
I:WyvernLairBiomeID=225
I:WyvernLairDimensionID=-17
}

107
both/config/RWG.cfg Normal file
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@@ -0,0 +1,107 @@
# Configuration file
"biome ids" {
# Ice River
I:"00 Ice River"=200
# Cold River
I:"01 Cold River"=201
# Temperate River
I:"02 Temperate River"=202
# Hot River
I:"03 Hot River"=203
# Wet River
I:"04 Wet River"=204
# River Oasis
I:"05 River Oasis"=205
# Ice Ocean
I:"06 Ice Ocean"=206
# Cold Ocean
I:"07 Cold Ocean"=207
# Temperate Ocean
I:"08 Temperate Ocean"=208
# Hot Ocean
I:"09 Hot Ocean"=209
# Wet Ocean
I:"10 Wet Ocean"=210
# Ocean Oasis
I:"11 Ocean Oasis"=211
# Snow Desert
I:"12 Snow Desert"=212
# Snow Forest
I:"13 Snow Forest"=213
# Cold Plains
I:"14 Cold Plains"=214
# Cold Forest
I:"15 Cold Forest"=215
# Hot Plains
I:"16 Hot Plains"=216
# Hot Forest
I:"17 Hot Forest"=217
# Hot Desert
I:"18 Hot Desert"=218
# Plains
I:"19 Plains (RWG)"=219
# Tropical Island
I:"20 Tropical Island"=220
# Redwood
I:"21 Redwood"=221
# Jungle
I:"22 Jungle (RWG)"=222
# Oasis
I:"23 Oasis"=223
# Temperate Forest
I:"24 Temperate Forest"=224
}
settings {
# [default: true]
B:"Enable Cobblestone Boulders"=true
# [default: true]
B:"Generate Caves"=true
# [default: true]
B:"Generate Emeralds"=false
# [default: true]
B:"Generate Mineshafts"=true
# [default: true]
B:"Generate Underground Lakes"=true
# [default: true]
B:"Generate Underground Lava Lakes"=true
# [default: true]
B:"Generate Villages"=true
# [default: false]
B:"Generate large Thaumcraft biomes"=true
}

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@@ -1206,10 +1206,10 @@
I:"Village Size: Normal Order"=1
# Median distance between villages. Vanilla is 20. [range: 1 ~ 100, default: 20]
I:"Village Spacing: Median"=20
I:"Village Spacing: Median"=30
# Variation in distances between villages. Must be lower than Median value. Vanilla is 12. [range: 1 ~ 100, default: 12]
I:"Village Spacing: Range"=12
I:"Village Spacing: Range"=10
# No villages will spawn less than this many chunks from world origin (0, 0). [range: 0 ~ 100000, default: 0]
I:"Village Spacing: Village-Free Radius"=0

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@@ -37,7 +37,7 @@ enchantments {
potions {
# Since this is essential for Shulkers, this is tied to Shulkers being enabled instead of having its own option. [range: 0 ~ 32767, default: 27]
I:levitationID=27
I:levitationID=101
}

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@@ -8,13 +8,13 @@
biomes {
# Set to -1 to disable the generation of Basalt Deltas. To use an ID above 255, EndlessIDs is required. [range: -1 ~ 65536, default: 203]
I:basaltDeltasID=203
I:basaltDeltasID=183
# How likely the Basalt Deltas biome should generate compared to other Nether biomes. [range: 1 ~ 127, default: 10]
I:basaltDeltasWeight=10
# Set to -1 to disable the generation of Crimson Forests. To use an ID above 255, EndlessIDs is required. [range: -1 ~ 65536, default: 200]
I:crimsonForestID=200
I:crimsonForestID=180
# How likely the Crimson Forest biome should generate compared to other Nether biomes. [range: 1 ~ 127, default: 10]
I:crimsonForestWeight=10
@@ -23,13 +23,13 @@ biomes {
I:netherWastesWeight=30
# Set to -1 to disable the generation of Soul Sand Valleys. To use an ID above 255, EndlessIDs is required. [range: -1 ~ 65536, default: 202]
I:soulSandValleyID=202
I:soulSandValleyID=182
# How likely the Soul Sand Valley biome should generate compared to other Nether biomes. [range: 1 ~ 127, default: 10]
I:soulSandValleyWeight=10
# Set to -1 to disable the generation of Warped Forests. To use an ID above 255, EndlessIDs is required. [range: -1 ~ 65536, default: 201]
I:warpedForestID=201
I:warpedForestID=181
# How likely the Warped Forest biome should generate compared to other Nether biomes. [range: 1 ~ 127, default: 10]
I:warpedForestWeight=10

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@@ -2,7 +2,7 @@ contentAquatic:true
contentChestSeeds:true
contentCraftingBambooBlocks:true
contentCrops:true
contentWallBracketExtra:false
contentWallBracketExtra:true
plantBambooFallsWhenBroken:true
plantEffectPoison:false
plantEffectThorns:true
@@ -30,7 +30,7 @@ powderDefoliantStrength:90
powderFertilizerRadius:2
powderFertilizerStrength:90
salveFireResistDuration:180
salveHealthHeartsHealed:6
salveHealthHeartsHealed:2
salveNightVisionDuration:180
salveStrengthDuration:180
salveSwiftnessDuration:180

69
both/config/waystones.cfg Normal file
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@@ -0,0 +1,69 @@
# Configuration file
client {
# If true, activated waystones will not emit particles. [default: false]
B:"Disable Particles"=false
# If true, the text overlay on waystones will no longer always render at full brightness. [default: false]
B:"Disable Text Glow"=false
# The x position of the warp button in the inventory. [range: -100 ~ 250, default: 60]
I:"Teleport Button GUI X"=60
# The y position of the warp button in the inventory. [range: -100 ~ 250, default: 60]
I:"Teleport Button GUI Y"=60
}
general {
# If true, return scrolls will be craftable. [default: true]
B:"Allow Return Scrolls"=true
# If true, the warp stone will be craftable. [default: true]
B:"Allow Warp Stone"=true
# If true, waystones can only be placed in creative mode. [default: false]
B:"Creative Mode Only"=false
# If true, all waystones work inter-dimensionally. [default: true]
B:"Interdimensional Teleport"=true
# If true, waystones marked as global work inter-dimensionally. [default: true]
B:"Interdimensional Teleport on Global Waystones"=true
# If true, waystones marked as global have no cooldown. [default: true]
B:"No Cooldown on Global Waystones"=true
# If true, only owners can break their own waystones. [default: false]
B:"Private Waystones"=true
# If true, the player's spawnpoint will be set to the last activated waystone. [default: false]
B:"Set Spawnpoint on Activation"=false
# If true, return scrolls will be found in dungeons as loot. [default: true]
B:"Spawn Return Scrolls as loot"=true
# The cooldown between usages of the teleport button in seconds. [range: 0 ~ 86400, default: 300]
I:"Teleport Button Cooldown"=20
# If true, the teleport button will only let you return to the last activated waystone, instead of allowing to choose. [default: false]
B:"Teleport Button Return Only"=false
# Should there be a button in the inventory to access the waystone menu? [default: false]
B:"Teleport Button in GUI"=false
# The cooldown between usages of the warp stone in seconds. [range: 0 ~ 86400, default: 300]
I:"Warp Stone Cooldown"=20
}
generated {
# This option is automatically populated by the server when using the Server Hub Mode. Do not change. [default: ]
S:"Server Waystones" <
Pilzinsel64§0§997,65,2023
Juli29§0§993,64,2012
JAyna§0§826,68,1889
>
}

View File

@@ -2,7 +2,7 @@
_general {
# The Potion ID for Aqua Healing, please do your research before changing this! [range: 0 ~ 1024, default: 40]
I:aquaHealingId=40
I:aquaHealingId=100
# Make Squids drop calamari [default: true]
B:enableCalamari=true

View File

@@ -14,3 +14,63 @@ recipes.addShaped(<TConstruct:toolRod:1> * 4, [[<ore:cobblestone>], [<ore:cobble
recipes.addShapeless(<TConstruct:heartCanister:6>, [<TConstruct:heartCanister:4>, <TConstruct:heartCanister:5>, <TConstruct:diamondApple>]);
recipes.addShaped(<TConstruct:heartCanister:3> * 2, [[<minecraft:soul_sand>, <minecraft:soul_sand>, <minecraft:soul_sand>], [<ore:itemNetherStar>, <TConstruct:heartCanister:1>, <ore:itemNetherStar>], [<minecraft:soul_sand>, <minecraft:soul_sand>, <minecraft:soul_sand>]]);
recipes.addShaped(<TConstruct:heartCanister:5> * 2, [[<minecraft:soul_sand>, <minecraft:soul_sand>, <minecraft:soul_sand>], [<DraconicEvolution:dragonHeart>, <TConstruct:heartCanister:3>, <DraconicEvolution:dragonHeart>], [<minecraft:soul_sand>, <minecraft:soul_sand>, <minecraft:soul_sand>]]);
// Unstable parts (table recipes)
// --> still not working?!
mods.tconstruct.Casting.addTableRecipe(<TConstruct:toughRod:314>, <liquid:molten.unstableingots> * 432, <TConstruct:metalPattern:14>, false, 50);
mods.tconstruct.Casting.addTableRecipe(<TConstruct:toolRod:314>, <liquid:molten.unstableingots> * 72, <TConstruct:metalPattern:1>, false, 50);
mods.tconstruct.Casting.addTableRecipe(<TConstruct:pickaxeHead:314>, <liquid:molten.unstableingots> * 144, <TConstruct:metalPattern:2>, false, 50);
mods.tconstruct.Casting.addTableRecipe(<TConstruct:shovelHead:314>, <liquid:molten.unstableingots> * 144, <TConstruct:metalPattern:3>, false, 50);
mods.tconstruct.Casting.addTableRecipe(<TConstruct:hatchetHead:314>, <liquid:molten.unstableingots> * 144, <TConstruct:metalPattern:4>, false, 50);
mods.tconstruct.Casting.addTableRecipe(<TConstruct:swordBlade:314>, <liquid:molten.unstableingots> * 144, <TConstruct:metalPattern:5>, false, 50);
mods.tconstruct.Casting.addTableRecipe(<TConstruct:wideGuard:314>, <liquid:molten.unstableingots> * 72, <TConstruct:metalPattern:6>, false, 50);
mods.tconstruct.Casting.addTableRecipe(<TConstruct:handGuard:314>, <liquid:molten.unstableingots> * 72, <TConstruct:metalPattern:7>, false, 50);
mods.tconstruct.Casting.addTableRecipe(<TConstruct:crossbar:314>, <liquid:molten.unstableingots> * 72, <TConstruct:metalPattern:8>, false, 50);
mods.tconstruct.Casting.addTableRecipe(<TConstruct:binding:314>, <liquid:molten.unstableingots> * 72, <TConstruct:metalPattern:9>, false, 50);
mods.tconstruct.Casting.addTableRecipe(<TConstruct:frypanHead:314>, <liquid:molten.unstableingots> * 144, <TConstruct:metalPattern:10>, false, 50);
mods.tconstruct.Casting.addTableRecipe(<TConstruct:signHead:314>, <liquid:molten.unstableingots> * 144, <TConstruct:metalPattern:11>, false, 50);
mods.tconstruct.Casting.addTableRecipe(<TConstruct:knifeBlade:314>, <liquid:molten.unstableingots> * 72, <TConstruct:metalPattern:12>, false, 50);
mods.tconstruct.Casting.addTableRecipe(<TConstruct:chiselHead:314>, <liquid:molten.unstableingots> * 72, <TConstruct:metalPattern:13>, false, 50);
mods.tconstruct.Casting.addTableRecipe(<TConstruct:toughBinding:314>, <liquid:molten.unstableingots> * 432, <TConstruct:metalPattern:15>, false, 50);
mods.tconstruct.Casting.addTableRecipe(<TConstruct:heavyPlate:314>, <liquid:molten.unstableingots> * 1152, <TConstruct:metalPattern:16>, false, 50);
mods.tconstruct.Casting.addTableRecipe(<TConstruct:broadAxeHead:314>, <liquid:molten.unstableingots> * 1152, <TConstruct:metalPattern:17>, false, 50);
mods.tconstruct.Casting.addTableRecipe(<TConstruct:scytheBlade:314>, <liquid:molten.unstableingots> * 1152, <TConstruct:metalPattern:18>, false, 50);
mods.tconstruct.Casting.addTableRecipe(<TConstruct:excavatorHead:314>, <liquid:molten.unstableingots> * 1152, <TConstruct:metalPattern:19>, false, 50);
mods.tconstruct.Casting.addTableRecipe(<TConstruct:largeSwordBlade:314>, <liquid:molten.unstableingots> * 1152, <TConstruct:metalPattern:20>, false, 50);
mods.tconstruct.Casting.addTableRecipe(<TConstruct:hammerHead:314>, <liquid:molten.unstableingots> * 1152, <TConstruct:metalPattern:21>, false, 50);
mods.tconstruct.Casting.addTableRecipe(<TConstruct:fullGuard:314>, <liquid:molten.unstableingots> * 432, <TConstruct:metalPattern:22>, false, 50);
mods.tconstruct.Casting.addTableRecipe(<TConstruct:ShurikenPart:314>, <liquid:molten.unstableingots> * 72, <TConstruct:Cast>, false, 50);
mods.tconstruct.Casting.addTableRecipe(<TConstruct:CrossbowLimbPart:314>, <liquid:molten.unstableingots> * 576, <TConstruct:Cast:1>, false, 50);
mods.tconstruct.Casting.addTableRecipe(<TConstruct:CrossbowBodyPart:314>, <liquid:molten.unstableingots> * 720, <TConstruct:Cast:2>, false, 50);
mods.tconstruct.Casting.addTableRecipe(<TConstruct:BowLimbPart:314>, <liquid:molten.unstableingots> * 216, <TConstruct:Cast:3>, false, 50);
mods.tconstruct.Casting.addTableRecipe(<TConstruct:arrowhead:314>, <liquid:molten.unstableingots> * 144, <TConstruct:metalPattern:25>, false, 50);
// Unstable parts (basin recipes)
// --> still not working?!
mods.tconstruct.Casting.addBasinRecipe(<TConstruct:toughRod:314>, <liquid:molten.unstableingots> * 432, <TConstruct:metalPattern:14>, false, 50);
mods.tconstruct.Casting.addBasinRecipe(<TConstruct:toolRod:314>, <liquid:molten.unstableingots> * 72, <TConstruct:metalPattern:1>, false, 50);
mods.tconstruct.Casting.addBasinRecipe(<TConstruct:pickaxeHead:314>, <liquid:molten.unstableingots> * 144, <TConstruct:metalPattern:2>, false, 50);
mods.tconstruct.Casting.addBasinRecipe(<TConstruct:shovelHead:314>, <liquid:molten.unstableingots> * 144, <TConstruct:metalPattern:3>, false, 50);
mods.tconstruct.Casting.addBasinRecipe(<TConstruct:hatchetHead:314>, <liquid:molten.unstableingots> * 144, <TConstruct:metalPattern:4>, false, 50);
mods.tconstruct.Casting.addBasinRecipe(<TConstruct:swordBlade:314>, <liquid:molten.unstableingots> * 144, <TConstruct:metalPattern:5>, false, 50);
mods.tconstruct.Casting.addBasinRecipe(<TConstruct:wideGuard:314>, <liquid:molten.unstableingots> * 72, <TConstruct:metalPattern:6>, false, 50);
mods.tconstruct.Casting.addBasinRecipe(<TConstruct:handGuard:314>, <liquid:molten.unstableingots> * 72, <TConstruct:metalPattern:7>, false, 50);
mods.tconstruct.Casting.addBasinRecipe(<TConstruct:crossbar:314>, <liquid:molten.unstableingots> * 72, <TConstruct:metalPattern:8>, false, 50);
mods.tconstruct.Casting.addBasinRecipe(<TConstruct:binding:314>, <liquid:molten.unstableingots> * 72, <TConstruct:metalPattern:9>, false, 50);
mods.tconstruct.Casting.addBasinRecipe(<TConstruct:frypanHead:314>, <liquid:molten.unstableingots> * 144, <TConstruct:metalPattern:10>, false, 50);
mods.tconstruct.Casting.addBasinRecipe(<TConstruct:signHead:314>, <liquid:molten.unstableingots> * 144, <TConstruct:metalPattern:11>, false, 50);
mods.tconstruct.Casting.addBasinRecipe(<TConstruct:knifeBlade:314>, <liquid:molten.unstableingots> * 72, <TConstruct:metalPattern:12>, false, 50);
mods.tconstruct.Casting.addBasinRecipe(<TConstruct:chiselHead:314>, <liquid:molten.unstableingots> * 72, <TConstruct:metalPattern:13>, false, 50);
mods.tconstruct.Casting.addBasinRecipe(<TConstruct:toughBinding:314>, <liquid:molten.unstableingots> * 432, <TConstruct:metalPattern:15>, false, 50);
mods.tconstruct.Casting.addBasinRecipe(<TConstruct:heavyPlate:314>, <liquid:molten.unstableingots> * 1152, <TConstruct:metalPattern:16>, false, 50);
mods.tconstruct.Casting.addBasinRecipe(<TConstruct:broadAxeHead:314>, <liquid:molten.unstableingots> * 1152, <TConstruct:metalPattern:17>, false, 50);
mods.tconstruct.Casting.addBasinRecipe(<TConstruct:scytheBlade:314>, <liquid:molten.unstableingots> * 1152, <TConstruct:metalPattern:18>, false, 50);
mods.tconstruct.Casting.addBasinRecipe(<TConstruct:excavatorHead:314>, <liquid:molten.unstableingots> * 1152, <TConstruct:metalPattern:19>, false, 50);
mods.tconstruct.Casting.addBasinRecipe(<TConstruct:largeSwordBlade:314>, <liquid:molten.unstableingots> * 1152, <TConstruct:metalPattern:20>, false, 50);
mods.tconstruct.Casting.addBasinRecipe(<TConstruct:hammerHead:314>, <liquid:molten.unstableingots> * 1152, <TConstruct:metalPattern:21>, false, 50);
mods.tconstruct.Casting.addBasinRecipe(<TConstruct:fullGuard:314>, <liquid:molten.unstableingots> * 432, <TConstruct:metalPattern:22>, false, 50);
mods.tconstruct.Casting.addBasinRecipe(<TConstruct:ShurikenPart:314>, <liquid:molten.unstableingots> * 72, <TConstruct:Cast>, false, 50);
mods.tconstruct.Casting.addBasinRecipe(<TConstruct:CrossbowLimbPart:314>, <liquid:molten.unstableingots> * 576, <TConstruct:Cast:1>, false, 50);
mods.tconstruct.Casting.addBasinRecipe(<TConstruct:CrossbowBodyPart:314>, <liquid:molten.unstableingots> * 720, <TConstruct:Cast:2>, false, 50);
mods.tconstruct.Casting.addBasinRecipe(<TConstruct:BowLimbPart:314>, <liquid:molten.unstableingots> * 216, <TConstruct:Cast:3>, false, 50);
mods.tconstruct.Casting.addBasinRecipe(<TConstruct:arrowhead:314>, <liquid:molten.unstableingots> * 144, <TConstruct:metalPattern:25>, false, 50);

View File

@@ -0,0 +1,104 @@
# Configuration file
general {
# Enables PBR atlas dumping [default: false]
B:"Enable PBR Debug"=false
# Max amount of dropped item rendered [range: 32 ~ 2048, default: 256]
I:droppedItemLimit=256
# Dynamically modifies the render distance of dropped items entities to preserve performance. It starts reducing the render distance when exceeding the threshold set below. [default: true]
B:dynamicItemRenderDistance=true
# Enable Debug Logging [default: false]
B:enableDebugLogging=false
# Enable Dynamic Lights [default: true]
B:enableDynamicLights=true
# Batch drawScreen fonts [Experimental] [default: true]
B:enableFontRenderer=true
# Renders the HUD elements once per 20 frames (by default) and reuses the pixels to improve performance. [Experimental] [default: true]
B:enableHudCaching=true
# Inject a conditional early return into all RenderGameOverlayEvent receivers; Requires enableHudCaching [default: true]
B:enableHudCachingEventTransformer=true
# Enable Iris Shaders [Requires Sodium] [default: true]
B:enableIris=true
# Enable MCPatcherForge features, still in Alpha. Individual features are toggled in mcpatcher.json [default: true]
B:enableMCPatcherForgeFeatures=true
# Enable NotFine features [default: true]
B:enableNotFineFeatures=true
# Enable NotFine Options [default: false]
B:enableNotFineOptions=false
# Enable Reese's Sodium Options [default: true]
B:enableReesesSodiumOptions=true
# Enable Sodium rendering [default: true]
B:enableSodium=true
# Enable Sodium fluid rendering [default: false]
B:enableSodiumFluidRendering=false
# Replace some vanilla render paths with more optimized versions. Disable if you encounter mixin conflicts. [default: true]
B:enableVBO=true
# Enable Zoom [default: true]
B:enableZoom=true
# Fix RenderBlockFluid reading the block type from the world access multiple times [default: true]
B:fixFluidRendererCheckingBlockAgain=true
# Hide downloading terrain screen. [From ArchaicFix] [default: true]
B:hideDownloadingTerrainScreen=true
# The amount of frames to wait before updating the HUD elements. [Experimental] [range: 1 ~ 60, default: 20]
I:hudCachingFPS=20
# Inject QuadProvider rendering into some vanilla blocks [default: false]
B:injectQPRendering=false
# Max amount of display lists to cache for optimized item rendering. Higher number will use more VRAM [range: 64 ~ 1024, default: 256]
I:itemRendererDisplayListCacheSize=256
# Render distance for the spinning mob inside mod spawners [range: 16.0 ~ 64.0, default: 16.0]
D:mobSpawnerRenderDistance=16.0
# Tweak F3 screen to be closer to modern versions. [From ArchaicFix] [default: true]
B:modernizeF3Screen=true
# Optimizes in-world item rendering [Experimental] [default: false]
B:optimizeInWorldItemRendering_WIP=false
# Optimize Texture Loading. [From Hodgepodge] [default: true]
B:optimizeTextureLoading=true
# Optimize world update light. [From Hodgepodge] [default: true]
B:optimizeWorldUpdateLight=true
# Allows unicode languages to use an odd gui scale [default: true]
B:removeUnicodeEvenScaling=true
# Show block registry name and meta value in F3, similar to 1.8+. [From ArchaicFix] [default: true]
B:showBlockDebugInfo=true
# Show memory usage during game load. [From ArchaicFix] [default: true]
B:showSplashMemoryBar=true
# Switches to an alternate FPS limiter that gives more stable frametimes, in exchange for slightly more latency. Will never introduce more than one frame of latency, and has a lower impact at higher framerates. [default: false]
B:sleepBeforeSwap=false
# Speedup Animations. [From Hodgepodge] [default: true]
B:speedupAnimations=true
# Use total world time instead of normal world time. Allows most shader animations to play when doDaylightCycle is off, but causes shader animations to desync from time of day. [default: false]
B:useTotalWorldTime=false
}

View File

@@ -16,13 +16,13 @@ flatworld {
general {
# Enable this to lock world generator to one specified [default: false]
B:"Lock World Generator"=true
B:"Lock World Generator"=false
# Enabling this will display all world generators installed, useful for debug [default: false]
B:"Show World Generators in Log"=true
# The world generator to select by default [default: default]
S:"World Generator"=BIOMESOP
S:"World Generator"=RWG
}

View File

@@ -0,0 +1,5 @@
#This file stores configuration options for AngelicaShaders, such as the currently active shaderpack
disableUpdateMessage=false
enableShaders=true
maxShadowRenderDistance=32
shaderPack=Sildur's Vibrant Shaders v1.541 High.zip

View File

@@ -0,0 +1,7 @@
#Fri Aug 22 19:20:16 CEST 2025
Bloom=false
MobsFlashRed=false
Underwater_Fog=false
minlight=0.001
uwatertint=false
waterA=2.0