Compare commits
9 Commits
| Author | SHA1 | Date | |
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316f1eb667
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e380bc4b9b
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fe11b60ce5
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7d19cc8346
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4b7662758a
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53b0b35532
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| bbe8423727 | |||
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4b735d5844
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1020067eb7
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@@ -269,7 +269,7 @@ health {
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B:foodRegensHealth=true
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# Speed up or slow down the rate that health regenerates (0 to disable regen) [vanilla: 100] [range: 0 ~ 2147483647, default: 100]
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I:healthRegenRatePercentage=150
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I:healthRegenRatePercentage=250
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# 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]
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I:lowHealthRegenRateModifier=5
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@@ -2,13 +2,13 @@
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general {
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# Count of items that the basic storage box can hold. [range: 1 ~ 2147483647, default: 400]
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I:basicCapacity=1500
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I:basicCapacity=500
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# Count of items that the condensed storage box can hold. [range: 1 ~ 2147483647, default: 4000]
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I:condensedCapacity=20000
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I:condensedCapacity=5000
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# Count of items that the hyper storage box can hold. [range: 1 ~ 2147483647, default: 400000]
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I:hyperCapacity=500000
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I:hyperCapacity=100000
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# The maximum amount of different items that can be stored within one storage box.
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# 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]
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@@ -2,7 +2,7 @@ contentAquatic:true
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contentChestSeeds:true
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contentCraftingBambooBlocks:true
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contentCrops:true
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contentWallBracketExtra:false
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contentWallBracketExtra:true
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plantBambooFallsWhenBroken:true
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plantEffectPoison:false
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plantEffectThorns:true
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@@ -30,7 +30,7 @@ powderDefoliantStrength:90
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powderFertilizerRadius:2
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powderFertilizerStrength:90
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salveFireResistDuration:180
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salveHealthHeartsHealed:6
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salveHealthHeartsHealed:2
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salveNightVisionDuration:180
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salveStrengthDuration:180
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salveSwiftnessDuration:180
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@@ -14,3 +14,63 @@ recipes.addShaped(<TConstruct:toolRod:1> * 4, [[<ore:cobblestone>], [<ore:cobble
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recipes.addShapeless(<TConstruct:heartCanister:6>, [<TConstruct:heartCanister:4>, <TConstruct:heartCanister:5>, <TConstruct:diamondApple>]);
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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>]]);
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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>]]);
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// Unstable parts (table recipes)
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// --> still not working?!
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mods.tconstruct.Casting.addTableRecipe(<TConstruct:toughRod:314>, <liquid:molten.unstableingots> * 432, <TConstruct:metalPattern:14>, false, 50);
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mods.tconstruct.Casting.addTableRecipe(<TConstruct:toolRod:314>, <liquid:molten.unstableingots> * 72, <TConstruct:metalPattern:1>, false, 50);
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mods.tconstruct.Casting.addTableRecipe(<TConstruct:pickaxeHead:314>, <liquid:molten.unstableingots> * 144, <TConstruct:metalPattern:2>, false, 50);
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mods.tconstruct.Casting.addTableRecipe(<TConstruct:shovelHead:314>, <liquid:molten.unstableingots> * 144, <TConstruct:metalPattern:3>, false, 50);
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mods.tconstruct.Casting.addTableRecipe(<TConstruct:hatchetHead:314>, <liquid:molten.unstableingots> * 144, <TConstruct:metalPattern:4>, false, 50);
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mods.tconstruct.Casting.addTableRecipe(<TConstruct:swordBlade:314>, <liquid:molten.unstableingots> * 144, <TConstruct:metalPattern:5>, false, 50);
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mods.tconstruct.Casting.addTableRecipe(<TConstruct:wideGuard:314>, <liquid:molten.unstableingots> * 72, <TConstruct:metalPattern:6>, false, 50);
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mods.tconstruct.Casting.addTableRecipe(<TConstruct:handGuard:314>, <liquid:molten.unstableingots> * 72, <TConstruct:metalPattern:7>, false, 50);
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mods.tconstruct.Casting.addTableRecipe(<TConstruct:crossbar:314>, <liquid:molten.unstableingots> * 72, <TConstruct:metalPattern:8>, false, 50);
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mods.tconstruct.Casting.addTableRecipe(<TConstruct:binding:314>, <liquid:molten.unstableingots> * 72, <TConstruct:metalPattern:9>, false, 50);
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mods.tconstruct.Casting.addTableRecipe(<TConstruct:frypanHead:314>, <liquid:molten.unstableingots> * 144, <TConstruct:metalPattern:10>, false, 50);
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mods.tconstruct.Casting.addTableRecipe(<TConstruct:signHead:314>, <liquid:molten.unstableingots> * 144, <TConstruct:metalPattern:11>, false, 50);
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mods.tconstruct.Casting.addTableRecipe(<TConstruct:knifeBlade:314>, <liquid:molten.unstableingots> * 72, <TConstruct:metalPattern:12>, false, 50);
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mods.tconstruct.Casting.addTableRecipe(<TConstruct:chiselHead:314>, <liquid:molten.unstableingots> * 72, <TConstruct:metalPattern:13>, false, 50);
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mods.tconstruct.Casting.addTableRecipe(<TConstruct:toughBinding:314>, <liquid:molten.unstableingots> * 432, <TConstruct:metalPattern:15>, false, 50);
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mods.tconstruct.Casting.addTableRecipe(<TConstruct:heavyPlate:314>, <liquid:molten.unstableingots> * 1152, <TConstruct:metalPattern:16>, false, 50);
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mods.tconstruct.Casting.addTableRecipe(<TConstruct:broadAxeHead:314>, <liquid:molten.unstableingots> * 1152, <TConstruct:metalPattern:17>, false, 50);
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mods.tconstruct.Casting.addTableRecipe(<TConstruct:scytheBlade:314>, <liquid:molten.unstableingots> * 1152, <TConstruct:metalPattern:18>, false, 50);
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mods.tconstruct.Casting.addTableRecipe(<TConstruct:excavatorHead:314>, <liquid:molten.unstableingots> * 1152, <TConstruct:metalPattern:19>, false, 50);
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mods.tconstruct.Casting.addTableRecipe(<TConstruct:largeSwordBlade:314>, <liquid:molten.unstableingots> * 1152, <TConstruct:metalPattern:20>, false, 50);
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mods.tconstruct.Casting.addTableRecipe(<TConstruct:hammerHead:314>, <liquid:molten.unstableingots> * 1152, <TConstruct:metalPattern:21>, false, 50);
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mods.tconstruct.Casting.addTableRecipe(<TConstruct:fullGuard:314>, <liquid:molten.unstableingots> * 432, <TConstruct:metalPattern:22>, false, 50);
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mods.tconstruct.Casting.addTableRecipe(<TConstruct:ShurikenPart:314>, <liquid:molten.unstableingots> * 72, <TConstruct:Cast>, false, 50);
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mods.tconstruct.Casting.addTableRecipe(<TConstruct:CrossbowLimbPart:314>, <liquid:molten.unstableingots> * 576, <TConstruct:Cast:1>, false, 50);
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mods.tconstruct.Casting.addTableRecipe(<TConstruct:CrossbowBodyPart:314>, <liquid:molten.unstableingots> * 720, <TConstruct:Cast:2>, false, 50);
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mods.tconstruct.Casting.addTableRecipe(<TConstruct:BowLimbPart:314>, <liquid:molten.unstableingots> * 216, <TConstruct:Cast:3>, false, 50);
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mods.tconstruct.Casting.addTableRecipe(<TConstruct:arrowhead:314>, <liquid:molten.unstableingots> * 144, <TConstruct:metalPattern:25>, false, 50);
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// Unstable parts (basin recipes)
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// --> still not working?!
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mods.tconstruct.Casting.addBasinRecipe(<TConstruct:toughRod:314>, <liquid:molten.unstableingots> * 432, <TConstruct:metalPattern:14>, false, 50);
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mods.tconstruct.Casting.addBasinRecipe(<TConstruct:toolRod:314>, <liquid:molten.unstableingots> * 72, <TConstruct:metalPattern:1>, false, 50);
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mods.tconstruct.Casting.addBasinRecipe(<TConstruct:pickaxeHead:314>, <liquid:molten.unstableingots> * 144, <TConstruct:metalPattern:2>, false, 50);
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mods.tconstruct.Casting.addBasinRecipe(<TConstruct:shovelHead:314>, <liquid:molten.unstableingots> * 144, <TConstruct:metalPattern:3>, false, 50);
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mods.tconstruct.Casting.addBasinRecipe(<TConstruct:hatchetHead:314>, <liquid:molten.unstableingots> * 144, <TConstruct:metalPattern:4>, false, 50);
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mods.tconstruct.Casting.addBasinRecipe(<TConstruct:swordBlade:314>, <liquid:molten.unstableingots> * 144, <TConstruct:metalPattern:5>, false, 50);
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mods.tconstruct.Casting.addBasinRecipe(<TConstruct:wideGuard:314>, <liquid:molten.unstableingots> * 72, <TConstruct:metalPattern:6>, false, 50);
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mods.tconstruct.Casting.addBasinRecipe(<TConstruct:handGuard:314>, <liquid:molten.unstableingots> * 72, <TConstruct:metalPattern:7>, false, 50);
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mods.tconstruct.Casting.addBasinRecipe(<TConstruct:crossbar:314>, <liquid:molten.unstableingots> * 72, <TConstruct:metalPattern:8>, false, 50);
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mods.tconstruct.Casting.addBasinRecipe(<TConstruct:binding:314>, <liquid:molten.unstableingots> * 72, <TConstruct:metalPattern:9>, false, 50);
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mods.tconstruct.Casting.addBasinRecipe(<TConstruct:frypanHead:314>, <liquid:molten.unstableingots> * 144, <TConstruct:metalPattern:10>, false, 50);
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mods.tconstruct.Casting.addBasinRecipe(<TConstruct:signHead:314>, <liquid:molten.unstableingots> * 144, <TConstruct:metalPattern:11>, false, 50);
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mods.tconstruct.Casting.addBasinRecipe(<TConstruct:knifeBlade:314>, <liquid:molten.unstableingots> * 72, <TConstruct:metalPattern:12>, false, 50);
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mods.tconstruct.Casting.addBasinRecipe(<TConstruct:chiselHead:314>, <liquid:molten.unstableingots> * 72, <TConstruct:metalPattern:13>, false, 50);
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mods.tconstruct.Casting.addBasinRecipe(<TConstruct:toughBinding:314>, <liquid:molten.unstableingots> * 432, <TConstruct:metalPattern:15>, false, 50);
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mods.tconstruct.Casting.addBasinRecipe(<TConstruct:heavyPlate:314>, <liquid:molten.unstableingots> * 1152, <TConstruct:metalPattern:16>, false, 50);
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mods.tconstruct.Casting.addBasinRecipe(<TConstruct:broadAxeHead:314>, <liquid:molten.unstableingots> * 1152, <TConstruct:metalPattern:17>, false, 50);
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mods.tconstruct.Casting.addBasinRecipe(<TConstruct:scytheBlade:314>, <liquid:molten.unstableingots> * 1152, <TConstruct:metalPattern:18>, false, 50);
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mods.tconstruct.Casting.addBasinRecipe(<TConstruct:excavatorHead:314>, <liquid:molten.unstableingots> * 1152, <TConstruct:metalPattern:19>, false, 50);
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mods.tconstruct.Casting.addBasinRecipe(<TConstruct:largeSwordBlade:314>, <liquid:molten.unstableingots> * 1152, <TConstruct:metalPattern:20>, false, 50);
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mods.tconstruct.Casting.addBasinRecipe(<TConstruct:hammerHead:314>, <liquid:molten.unstableingots> * 1152, <TConstruct:metalPattern:21>, false, 50);
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mods.tconstruct.Casting.addBasinRecipe(<TConstruct:fullGuard:314>, <liquid:molten.unstableingots> * 432, <TConstruct:metalPattern:22>, false, 50);
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mods.tconstruct.Casting.addBasinRecipe(<TConstruct:ShurikenPart:314>, <liquid:molten.unstableingots> * 72, <TConstruct:Cast>, false, 50);
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mods.tconstruct.Casting.addBasinRecipe(<TConstruct:CrossbowLimbPart:314>, <liquid:molten.unstableingots> * 576, <TConstruct:Cast:1>, false, 50);
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mods.tconstruct.Casting.addBasinRecipe(<TConstruct:CrossbowBodyPart:314>, <liquid:molten.unstableingots> * 720, <TConstruct:Cast:2>, false, 50);
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mods.tconstruct.Casting.addBasinRecipe(<TConstruct:BowLimbPart:314>, <liquid:molten.unstableingots> * 216, <TConstruct:Cast:3>, false, 50);
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mods.tconstruct.Casting.addBasinRecipe(<TConstruct:arrowhead:314>, <liquid:molten.unstableingots> * 144, <TConstruct:metalPattern:25>, false, 50);
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104
client/config/angelica-modules.cfg
Normal file
104
client/config/angelica-modules.cfg
Normal file
@@ -0,0 +1,104 @@
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# Configuration file
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general {
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# Enables PBR atlas dumping [default: false]
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B:"Enable PBR Debug"=false
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# Max amount of dropped item rendered [range: 32 ~ 2048, default: 256]
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I:droppedItemLimit=256
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# 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]
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B:dynamicItemRenderDistance=true
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# Enable Debug Logging [default: false]
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B:enableDebugLogging=false
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# Enable Dynamic Lights [default: true]
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B:enableDynamicLights=true
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# Batch drawScreen fonts [Experimental] [default: true]
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B:enableFontRenderer=true
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# Renders the HUD elements once per 20 frames (by default) and reuses the pixels to improve performance. [Experimental] [default: true]
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B:enableHudCaching=true
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# Inject a conditional early return into all RenderGameOverlayEvent receivers; Requires enableHudCaching [default: true]
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B:enableHudCachingEventTransformer=true
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# Enable Iris Shaders [Requires Sodium] [default: true]
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B:enableIris=true
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# Enable MCPatcherForge features, still in Alpha. Individual features are toggled in mcpatcher.json [default: true]
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B:enableMCPatcherForgeFeatures=true
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# Enable NotFine features [default: true]
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B:enableNotFineFeatures=true
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# Enable NotFine Options [default: false]
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B:enableNotFineOptions=false
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# Enable Reese's Sodium Options [default: true]
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B:enableReesesSodiumOptions=true
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# Enable Sodium rendering [default: true]
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B:enableSodium=true
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# Enable Sodium fluid rendering [default: false]
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B:enableSodiumFluidRendering=false
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# Replace some vanilla render paths with more optimized versions. Disable if you encounter mixin conflicts. [default: true]
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B:enableVBO=true
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# Enable Zoom [default: true]
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B:enableZoom=true
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# Fix RenderBlockFluid reading the block type from the world access multiple times [default: true]
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B:fixFluidRendererCheckingBlockAgain=true
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# Hide downloading terrain screen. [From ArchaicFix] [default: true]
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B:hideDownloadingTerrainScreen=true
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# The amount of frames to wait before updating the HUD elements. [Experimental] [range: 1 ~ 60, default: 20]
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I:hudCachingFPS=20
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# Inject QuadProvider rendering into some vanilla blocks [default: false]
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B:injectQPRendering=false
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# Max amount of display lists to cache for optimized item rendering. Higher number will use more VRAM [range: 64 ~ 1024, default: 256]
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I:itemRendererDisplayListCacheSize=256
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# Render distance for the spinning mob inside mod spawners [range: 16.0 ~ 64.0, default: 16.0]
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D:mobSpawnerRenderDistance=16.0
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# Tweak F3 screen to be closer to modern versions. [From ArchaicFix] [default: true]
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B:modernizeF3Screen=true
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# Optimizes in-world item rendering [Experimental] [default: false]
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B:optimizeInWorldItemRendering_WIP=false
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# Optimize Texture Loading. [From Hodgepodge] [default: true]
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B:optimizeTextureLoading=true
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# Optimize world update light. [From Hodgepodge] [default: true]
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B:optimizeWorldUpdateLight=true
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# Allows unicode languages to use an odd gui scale [default: true]
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B:removeUnicodeEvenScaling=true
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# Show block registry name and meta value in F3, similar to 1.8+. [From ArchaicFix] [default: true]
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B:showBlockDebugInfo=true
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# Show memory usage during game load. [From ArchaicFix] [default: true]
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B:showSplashMemoryBar=true
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# 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]
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B:sleepBeforeSwap=false
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# Speedup Animations. [From Hodgepodge] [default: true]
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B:speedupAnimations=true
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# 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]
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B:useTotalWorldTime=false
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}
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5
client/config/shaders.properties
Normal file
5
client/config/shaders.properties
Normal file
@@ -0,0 +1,5 @@
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#This file stores configuration options for AngelicaShaders, such as the currently active shaderpack
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disableUpdateMessage=false
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enableShaders=true
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maxShadowRenderDistance=32
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shaderPack=Sildur's Vibrant Shaders v1.53 Extreme.zip
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BIN
client/shaderpacks/Sildur's Vibrant Shaders v1.53 Extreme.zip
Normal file
BIN
client/shaderpacks/Sildur's Vibrant Shaders v1.53 Extreme.zip
Normal file
Binary file not shown.
@@ -0,0 +1,7 @@
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#Fri Aug 22 19:20:16 CEST 2025
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Bloom=false
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MobsFlashRed=false
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Underwater_Fog=false
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minlight=0.001
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uwatertint=false
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waterA=2.0
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BIN
client/shaderpacks/Sildur's Vibrant Shaders v1.53 High.zip
Normal file
BIN
client/shaderpacks/Sildur's Vibrant Shaders v1.53 High.zip
Normal file
Binary file not shown.
@@ -0,0 +1,7 @@
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#Fri Aug 22 19:20:16 CEST 2025
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Bloom=false
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MobsFlashRed=false
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Underwater_Fog=false
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minlight=0.001
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uwatertint=false
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waterA=2.0
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Reference in New Issue
Block a user