2 Commits

Author SHA1 Message Date
06af1ad1b6 disable font renderer by default 2025-12-23 05:38:23 +01:00
502210ae25 update novacraft config 2025-11-30 19:31:33 +01:00
2 changed files with 173 additions and 47 deletions

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

@@ -17,7 +17,7 @@ general {
B:enableDynamicLights=true
# Batch drawScreen fonts [Experimental] [default: true]
B:enableFontRenderer=true
B:enableFontRenderer=false
# Renders the HUD elements once per 20 frames (by default) and reuses the pixels to improve performance. [Experimental] [default: true]
B:enableHudCaching=true