33 Commits

Author SHA1 Message Date
502210ae25 update novacraft config 2025-11-30 19:31:33 +01:00
661294715f microblocks: add many efr blocks 2025-11-30 14:09:10 +01:00
435091e1c8 add hextex config 2025-11-23 13:18:10 +01:00
87ad992552 update sildurs shader once again 2025-11-23 11:02:28 +01:00
a212c0aa02 update config a little bit 2025-11-23 09:22:52 +01:00
49959b2108 fix meteor dimension 2025-11-23 09:21:34 +01:00
034117a728 add battlegear2 config (with shield offsets) 2025-11-23 09:20:25 +01:00
e6f4216134 use new shader also in Angelica 2025-11-18 09:49:32 +01:00
c1c9cae18b use new shader pack 2025-11-18 09:48:03 +01:00
569dbb3c54 update shader 2025-11-18 09:47:37 +01:00
ef768f6422 tweaks 2025-11-09 11:19:31 +01:00
5f45cf3079 tweak iguana tweaks config
- tools level up to 99
2025-11-09 11:10:40 +01:00
c41d42050c comment for unstable ingot tinker casts 2025-11-09 10:49:59 +01:00
5a1b547a84 add three modifiers by default 2025-11-08 22:10:08 +01:00
e00f3e0484 bump ezstorage again 2025-09-18 13:00:34 +02:00
5e9c7ae3ef now ore gen is ok 2025-09-17 18:09:23 +02:00
1e4691c61a rever to miny=0 2025-09-17 17:56:42 +02:00
2fd8e390e4 make diamond and lapis more common 2025-09-17 17:50:08 +02:00
d8367c7990 miny = 1 2025-09-17 17:14:46 +02:00
0c8604d179 min ore generation =3 2025-09-17 16:39:40 +02:00
47a015e45f make roguelike doungens less common 2025-08-31 08:49:07 +02:00
316f1eb667 nerve easy storage capacities 2025-08-24 08:54:39 +02:00
e380bc4b9b use sildurs v1.53 (v1.54 has very dark lightning) 2025-08-23 10:31:46 +02:00
fe11b60ce5 force default shader 2025-08-23 09:59:46 +02:00
7d19cc8346 add angelica config + new sildurs shader version 2025-08-23 09:20:37 +02:00
4b7662758a reduce pmp health salve to 2 (around 6 or 7 hearts hopefully) 2025-08-23 08:58:35 +02:00
53b0b35532 higher health regen 2025-08-23 08:52:48 +02:00
bbe8423727 Revert "remove SimpleWorldTimer config"
This reverts commit 4b735d5844
2025-08-23 06:48:55 +00:00
4b735d5844 remove SimpleWorldTimer config 2025-08-20 13:46:10 +02:00
1020067eb7 more higher regen 2025-08-20 07:43:21 +02:00
6a5c9811d6 add iguana tinker tweaks 2025-08-18 13:46:42 +02:00
4e84d3a519 make villages a bit rare
they are too often
2025-08-17 14:29:47 +02:00
3e856387ca increase health regen speed 2025-08-11 09:25:57 +02:00
20 changed files with 1100 additions and 66 deletions

View File

@@ -452,11 +452,21 @@ wireless {
worldgen {
D:meteoriteClusterChance=0.1
I:meteoriteDimensionWhitelist <
-4
S:meteoriteDimensionWhitelist <
4
>
S:meteoriteInvalidSpawnBlocks <
examplemod:example_block
>
S:meteoriteSpawnChance <
0=0.3
>
S:meteoriteValidSpawnBlocks <
examplemod:example_block
>
S:minMeteoriteDistance <
0=707
>
D:meteoriteSpawnChance=0.3
I:minMeteoriteDistance=707
I:quartzOresClusterAmount=15
I:quartzOresPerCluster=4
D:spawnChargedChance=0.07999998331069946

View File

@@ -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

View File

@@ -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
}

View File

@@ -0,0 +1,361 @@
# 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=50
# 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=25
# 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
8
10
>
# 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
3
5
7
9
11
14
17
20
24
28
32
36
40
45
50
55
60
65
70
75
80
85
90
95
99
>
# 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=99
# 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
}

View File

@@ -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 <
>
}

View File

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

View File

@@ -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

View File

@@ -95,7 +95,7 @@
"enabled": true,
"oreModName": "minecraft",
"oreBlockName": "lapis_ore",
"intensity": 3,
"intensity": 4,
"minVeinSize": 5,
"maxVeinSize": 7,
"minY": 0,
@@ -108,7 +108,7 @@
"enabled": true,
"oreModName": "minecraft",
"oreBlockName": "diamond_ore",
"intensity": 1,
"intensity": 2,
"minVeinSize": 5,
"maxVeinSize": 7,
"minY": 0,
@@ -117,11 +117,11 @@
"dimensionIdsBlacklistAsWhitelist": true
},
{
"name": "Emeral (Extra)",
"name": "Emerald",
"enabled": true,
"oreModName": "minecraft",
"oreBlockName": "emerald_ore",
"intensity": 1,
"intensity": 3,
"minVeinSize": 4,
"maxVeinSize": 6,
"minY": 20,

132
both/config/battlegear2.cfg Normal file
View File

@@ -0,0 +1,132 @@
# Configuration file
coremod {
# Only use for advanced bug reporting when asked by a dev.
B:"ASM debug Mode"=false
}
##########################################################################################################
# enchantmentsid
#--------------------------------------------------------------------------------------------------------#
# Values should be between 0 and 255, or the enchantment will be disabled
##########################################################################################################
enchantmentsid {
I:BashDamage=127
I:BashPower=126
I:BashWeight=125
I:BowCharge=131
I:BowLoot=130
I:ShieldRecovery=129
I:ShieldUsage=128
}
general {
# This will disable completely the provided item, along with their renderers and recipes including them.
# These should all be placed on separate lines between the provided '<' and '>'.
# The valid values are:
# heraldric, chain, quiver, dagger, waraxe,
# mace, spear, shield, knight.armour, mb.arrow,
# flagpole, bow,
S:"Disabled Items" <
>
# This will disable the crafting recipe for the provided item/blocks.
# It should be noted that this WILL NOT remove the item from the game, it will only disable the recipe.
# In this way the items may still be obtained through creative mode and cheats, but players will be unable to craft them.
# These should all be placed on separate lines between the provided '<' and '>'. The valid values are:
# chain, quiver, dagger, waraxe, mace,
# spear, shield, knight.armour, flagpole, bow,
# mb.arrow.holy, mb.arrow.ice, mb.arrow.explosive, mb.arrow.ender, mb.arrow.flame,
# mb.arrow.piercing, mb.arrow.poison, mb.arrow.mystery, mb.arrow.leech, chain.armour
S:"Disabled Recipies" <
>
}
##########################################################################################################
# rendering
#--------------------------------------------------------------------------------------------------------#
# This category is client side, you don't have to sync its values with server in multiplayer.
##########################################################################################################
rendering {
# This will disable the special rendering for the provided item.
# These should all be placed on separate lines between the provided '<' and '>'.
# The valid values are:
# spear, shield, bow, quiver, flagpole,
S:"Disabled Renderers" <
>
# Change to move the equipped shield in 1st person
# Recommended values between -100 and 100
# Higher values -> move up
I:"Equipped shield in 1st person horizontal position offset"=-40
# Change to move the equipped shield in 1st person
# Recommended values between -100 and 100
# Higher values -> make bigger
I:"Equipped shield in 1st person relative size"=-20
# Change to move the equipped shield in 1st person
# Recommended values between -100 and 100
# Higher values -> move right
I:"Equipped shield in 1st person vertical position offset"=10
B:"Force screen components rendering"=false
# Change to move this bar in your gui
I:"Mainhand hotbar relative horizontal position"=0
# Change to move this bar in your gui
I:"Mainhand hotbar relative vertical position"=0
B:"Modern equipped shield height"=true
# Change to move this bar in your gui
I:"Offhand hotbar relative horizontal position"=0
# Change to move this bar in your gui
I:"Offhand hotbar relative vertical position"=0
# Change to move this bar in your gui
I:"Quiver hotbar relative horizontal position"=0
# Change to move this bar in your gui
I:"Quiver hotbar relative vertical position"=0
B:"Render arrow with bow uncharged"=true
B:"Render quiver on skeleton back"=true
# Change to move this bar in your gui
I:"Shield bar relative horizontal position"=0
# Change to move this bar in your gui
I:"Shield bar relative vertical position"=0
}
server {
# How often packets are sent over the network to update the battle inventory slots. Lower for faster updates, but more packets to deal for each client. [range: 1 ~ 20000, default: 20]
I:"Update packet rate"=20
}
##########################################################################################################
# skeleton customarrow spawn rate
#--------------------------------------------------------------------------------------------------------#
# The spawn rate (between 0 & 1) that Skeletons will spawn with Arrows provided from this mod
##########################################################################################################
"skeleton customarrow spawn rate" {
D:ender=0.1
D:explosive=0.1
D:flame=0.1
D:holy=0.1
D:ice=0.0
D:leech=0.1
D:mystery=0.1
D:piercing=0.0
D:poison=0.1
}

View File

@@ -2,13 +2,13 @@
general {
# Count of items that the basic storage box can hold. [range: 1 ~ 2147483647, default: 400]
I:basicCapacity=1500
I:basicCapacity=1000
# Count of items that the condensed storage box can hold. [range: 1 ~ 2147483647, default: 4000]
I:condensedCapacity=20000
I:condensedCapacity=10000
# Count of items that the hyper storage box can hold. [range: 1 ~ 2147483647, default: 400000]
I:hyperCapacity=500000
I:hyperCapacity=200000
# The maximum amount of different items that can be stored within one storage box.
# The default value tries to ensure the NBT data wont get too large wich would normally lead to world corruption. [range: 1 ~ 2147483647, default: 1000]

68
both/config/hextext.cfg Normal file
View File

@@ -0,0 +1,68 @@
# Configuration file
##########################################################################################################
# effects
#--------------------------------------------------------------------------------------------------------#
# Timing controls for HexText's dynamic formatting effects.
##########################################################################################################
effects {
# Milliseconds for ignite to fade from bright to dim and back again. Lower values animate faster. [range: 1 ~ 1000, default: 700]
I:igniteBlinkIntervalMs=700
# Milliseconds required for the rainbow effect to rotate through the full spectrum. Lower values move faster. [range: 1.0 ~ 5000.0, default: 3000.0]
S:rainbowCycleDurationMs=3000.0
# Milliseconds between shake offset updates. Lower values produce a more frantic shake. [range: 1 ~ 1000, default: 50]
I:shakeUpdateIntervalMs=50
}
##########################################################################################################
# server
#--------------------------------------------------------------------------------------------------------#
# Server-side behavioural toggles for HexText formatting and sign editing.
##########################################################################################################
server {
# Permit players to open the sign editor by right-clicking with an empty hand. [default: true]
B:allowSignEditing=true
# Convert & formatting tokens to section signs when sending chat or commands. [default: true]
B:ampersandsInChat=true
# Convert & formatting tokens to section signs when renaming items in anvils. [default: true]
B:ampersandsInRepairs=true
# Convert & formatting tokens to section signs when editing signs. [default: true]
B:ampersandsInSigns=true
# Allow the <RRGGBB> and </RRGGBB> HTML-style colour tags to be parsed. [default: false]
B:enableRgbHtmlFormat=true
# Allow & as an alternative to the section sign when entering formatting codes. [default: false]
B:universalAmpersandFormatting=true
##########################################################################################################
# signmodifiers
#--------------------------------------------------------------------------------------------------------#
# Enable or disable the built-in HexText sign modifier items.
##########################################################################################################
signmodifiers {
# Allow glowstone dust to apply the glowing text modifier to signs. [default: true]
B:enableGlowstoneDustGlowModifier=true
# Allow ink sacs to cleanse glowing and outlined effects from signs. [default: true]
B:enableInkSacCleanseModifier=true
# Allow redstone dust to apply the outlined text modifier to signs. [default: true]
B:enableRedstoneDustOutlineModifier=true
# Allow slimeballs to wax signs and preserve their current styling. [default: true]
B:enableSlimeballWaxModifier=true
}
}

View File

@@ -15,9 +15,8 @@
# Et Futurum
"etfuturum:deepslate"
"etfuturum:deepslate_bricks":0-4
"etfuturum:polished_deepslate"
"etfuturum:smooth_quartz"
"etfuturum:quartz_bricks"
"etfuturum:end_bricks"
"etfuturum:concrete":0-15
"etfuturum:plankWood":0-4
"etfuturum:azalea_leaves":0-1
@@ -27,6 +26,27 @@
"etfuturum:wood2_stripped":0-1
"etfuturum:bark":0-3
"etfuturum:bark2":0-1
"etfuturum:copper_bulb":0-3
"etfuturum:copper_bulb":8-11
"etfuturum:chiseled_copper":0-7
"etfuturum:copper_grate":0-7
"etfuturum:stone":1-6
"etfuturum:moss_block"
"etfuturum:packed_mud":0-1
"etfuturum:basalt":0-1
"etfuturum:smooth_basalt"
"etfuturum:smooth_stone"
"etfuturum:smooth_quartz"
"etfuturum:smooth_sandstone"
"etfuturum:smooth_red_sandstone"
"etfuturum:polished_deepslate"
"etfuturum:red_netherbrick":0-2
"etfuturum:red_sandstone":0-2
"etfuturum:deepslate_bricks"
"etfuturum:cobbled_deepslate"
"etfuturum:old_gravel"
"etfuturum:tuff":0-4
"etfuturum:sponge":1
# Underground Biomes
"UndergroundBiomes:igneousStone":0-7

View File

@@ -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

View File

@@ -10,5 +10,5 @@ looting=0.085
lowerLimit=60
preciousBlocks=true
rogueSpawners=true
spawnFrequency=30
spawnFrequency=50
upperLimit=100

View File

@@ -14,3 +14,62 @@ 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)
// --> table not working, for some reason, only basin works (recipes below)???
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)
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);

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# 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
}

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#This file stores configuration options for AngelicaShaders, such as the currently active shaderpack
disableUpdateMessage=false
enableShaders=true
maxShadowRenderDistance=32
shaderPack=Sildur's Vibrant Shaders for LITW Refined.zip

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@@ -1,5 +1,5 @@
#Sat Jun 01 09:41:57 CEST 2024
shaderPack=Sildur's Vibrant Shaders v1.29 High.zip
shaderPack=Sildur's Vibrant Shaders for LITW Refined.zip
antialiasingLevel=0
normalMapEnabled=true
specularMapEnabled=true

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#Fri Aug 22 19:20:16 CEST 2025
MobsFlashRed=false
Underwater_Fog=false
minlight=0.001
uwatertint=false
waterA=2.0