28 Commits

Author SHA1 Message Date
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
15 changed files with 431 additions and 23 deletions

View File

@@ -452,11 +452,21 @@ wireless {
worldgen { worldgen {
D:meteoriteClusterChance=0.1 D:meteoriteClusterChance=0.1
I:meteoriteDimensionWhitelist < S:meteoriteDimensionWhitelist <
-4 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:quartzOresClusterAmount=15
I:quartzOresPerCluster=4 I:quartzOresPerCluster=4
D:spawnChargedChance=0.07999998331069946 D:spawnChargedChance=0.07999998331069946

View File

@@ -269,7 +269,7 @@ health {
B:foodRegensHealth=true B:foodRegensHealth=true
# Speed up or slow down the rate that health regenerates (0 to disable regen) [vanilla: 100] [range: 0 ~ 2147483647, default: 100] # Speed up or slow down the rate that health regenerates (0 to disable regen) [vanilla: 100] [range: 0 ~ 2147483647, default: 100]
I:healthRegenRatePercentage=150 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] # 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 I:lowHealthRegenRateModifier=5

View File

@@ -130,10 +130,10 @@ mobheads {
partreplacement { 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] # 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 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] # 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 I:XpPenality=25
# Removes the Mob Head Modifier on Tool-Head replacement, allowing it to be reapplied. Should be used with PickBoostXpPenality. [default: true] # Removes the Mob Head Modifier on Tool-Head replacement, allowing it to be reapplied. Should be used with PickBoostXpPenality. [default: true]
B:removeMobHead=true B:removeMobHead=true
@@ -191,7 +191,6 @@ randombonuses {
B:allowStonebound=true B:allowStonebound=true
} }
########################################################################################################## ##########################################################################################################
# toolleveling # toolleveling
#--------------------------------------------------------------------------------------------------------# #--------------------------------------------------------------------------------------------------------#
@@ -204,6 +203,8 @@ toolleveling {
2 2
4 4
6 6
8
10
> >
# Each modifier is equally likely on levelup. Disables useful bonuses. [default: false] # Each modifier is equally likely on levelup. Disables useful bonuses. [default: false]
@@ -215,8 +216,31 @@ toolleveling {
# Adds an extra modifier on these levelups if 'ExtraModifiers' is enabled # Adds an extra modifier on these levelups if 'ExtraModifiers' is enabled
I:ModifiersAtLevels < I:ModifiersAtLevels <
2 2
4 3
6 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] # 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]
@@ -229,7 +253,7 @@ toolleveling {
B:detailedXpTooltip=true B:detailedXpTooltip=true
# [range: 1 ~ 99, default: 6] # [range: 1 ~ 99, default: 6]
I:maxToolLevel=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] # 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 B:onlyHeadsChangeXPRequirement=true

View File

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

132
both/config/battlegear2.cfg Normal file
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@@ -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 { general {
# Count of items that the basic storage box can hold. [range: 1 ~ 2147483647, default: 400] # 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] # 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] # 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 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] # 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

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

View File

@@ -10,5 +10,5 @@ looting=0.085
lowerLimit=60 lowerLimit=60
preciousBlocks=true preciousBlocks=true
rogueSpawners=true rogueSpawners=true
spawnFrequency=30 spawnFrequency=50
upperLimit=100 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.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: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>]]); 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 #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 antialiasingLevel=0
normalMapEnabled=true normalMapEnabled=true
specularMapEnabled=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