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2025-03-24 19:54:03 +01:00

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INI

# Configuration file
general {
# Town centers display their name on one or more signs. [default: true]
B:"Name Sign"=true
# Books generated by villagers or the Codex record the structure's coordinates. [default: true]
B:"Record Structure Coords"=true
# If Village Banner is enabled: Degree to which well signs and banners should face inward. At 0 they face directly outward away from the well; at 4 they face each other. [range: 0 ~ 4, default: 3]
I:"Sign Yaw"=3
# Whether to apply the village's colors to concrete, terracotta, carpet, etc. [default: true]
B:"Use village colors"=true
# The town banner pattern is displayed at the town center. You must be using Et Futurum or Gany's Surface with banners enabled. [default: true]
B:"Village Banner"=true
B:"Villager drops book"=false
# Village books and Codices are dropped by the villager rather than going directly into your inventory. [default: false]
B:"Villager drops book/codex"=false
# Villagers record the village name, and other info, when you right-click them with a book. [default: true]
B:"Villager makes book"=true
# Librarian villagers will give you a codex if you right-click them while holding emerald, iron ingots, and/or gold ingots. [default: false]
B:"Villager makes codex"=true
# Librarian and Cartographer villagers can offer to sell you the Codex item via an ordinary trade. [default: true]
B:"Villagers offer Codex trade"=true
# Whether to surround the well with colored blocks [default: true]
B:"Well boundary"=true
# Replace the cobblestone rims of wells with stone slabs, making it easier for players and villagers to escape if they fall in. [default: true]
B:"Well slabs"=true
# When performing the ritual to convert a zombie villager into a villager, having these blocks nearby (within a taxicab distance of 4) will speed up the process. Format is: group|classPath|unlocName|meta
# group is an arbitrary group name to which the block belongs, referenced in Zombie Cure Groups below.
# classPath is the mod's address to the entity class.
# unlocName is the unlocalized name of the block. This is used as an extra discriminator in case class path and meta aren't enough. You can leave this blank to ignore it.
# meta is integer meta value of the block. Enter -1 to ignore meta and count all blocks with that class path.
S:"Zombie Cure Catalysts" <
vanilla|net.minecraft.block.BlockBed|tile.bed|-1
vanilla|net.minecraft.block.BlockPane|tile.fenceIron|-1
>
# When curing a zombie villager, all blocks of the same named group will use these stats. Format is: group|speedup|limit
# group is the group name assigned in Zombie Cure Catalysts above.
# speedup is the per-block percentage point boost in conversion speed. That is: a value of 1.0 increases the conversion by about 1 percentage point per group block found. negative values will likewise reduce the conversion speed, making conversion take longer.
# limit is the maximum number of blocks in this group that will apply the group speedup effect.
S:"Zombie Cure Groups" <
vanilla|0.3|14
>
}
miscellaneous {
# Generate Igloos from 1.9+ [default: true]
B:"Add Igloos"=true
# Adds an original brick-style block for iron and gold [default: true]
B:"Add Lunarin Blocks"=true
# Generate Ocean Monuments and Guardians. Pairs well with "Add Prismarine" if you're not using another mod to backport prismarine. [default: true]
B:"Add Monuments"=true
# Adds Prismarine blocks and items. Very difficult to acquire if "Add Monuments" is false. [default: true]
B:"Add Prismarine"=false
# Adds absorbent Sponges [default: true]
B:"Add Sponges"=false
# Igloos can generate in mods' snowy plains biomes, rather than just vanilla's Ice Plains and Cold Taiga [default: false]
B:"Allow Igloos in modded biomes"=false
# Set this to false to deacactivate the in-game config GUI, in case it conflicts with other mods. [default: true]
B:"Allow in-game config access"=true
# The Codex can appear as rare chest loot. [default: true]
B:"Codex Chest Loot"=true
# Print debug messages to the console, print the class paths of entities and blocks you right-click. [default: false]
B:"Debug messages"=false
# Replace the wool blocks in desert pyramids with terracotta as in 1.8+ [default: true]
B:"Pyramid Terracotta"=true
# Displays a client-side chat message on login if there's an update available. [default: true]
B:"Version Checker"=true
}
"mod integration" {
# If using harceroi's SignPosts mod, new villages will generate with a registered Sign-Post somewhere [default: true]
B:"Antique Atlas: Place Sign-Posts"=true
# Text that will be displayed on every Antique Atlas village SignPost marker. Leave blank for the village name. [default: ]
S:"Antique Atlas: Sign-Post Label"=
# Label a new village marker with the village's name in your Antique Atlases. [default: true]
B:"Antique Atlas: Village Marker Names"=true
# Generate Dragon Quest Respect crops in farms. Only used with Village Generator. Set to 0 for no DQR crops. [range: 0.0 ~ 1.0, default: 0.25]
S:"Crop rate: DQ Respect"=0.25
# Generate Harvestcraft crops in farms. Only used with Village Generator. Set to 0 for no HC crops. [range: 0.0 ~ 1.0, default: 0.25]
S:"Crop rate: Harvestcraft"=0.25
# Cartographer villagers can sell Map Fragments [default: true]
B:"ManaMetal: Cartographers Sell Map Fragments"=true
# Priority order for referencing Bamboo for village generation. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Bamboo" <
etfuturum
manametal
growthcraft
biomesoplenty
>
# Priority order for referencing Banners for e.g. villager trade offers. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Banner" <
etfuturum
ganyssurface
>
# Priority order for referencing Barrels for village generation. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Barrel" <
etfuturum
uptodate
>
# Priority order for referencing Beds for village generation and villager trade offers. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Bed" <
etfuturum
manametal
bettervanilla
carpentersblocks
>
# Priority order for referencing Beetroot for e.g. villager trade offers. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Beetroot" <
etfuturum
ganyssurface
>
# Priority order for referencing Bookshelves for village generation. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Bookshelf" <
woodstuff
ganyssurface
cement
>
# Priority order for referencing Granite, Diorite, and Andesite for e.g. villager trade offers. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Bountiful Stone" <
chisel
etfuturum
uptodate
ganyssurface
botania
manametal
>
# Priority order for referencing wood buttons for village generation. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Button" <
etfuturum
uptodate
woodstuff
ganyssurface
>
# Priority order for referencing Campfires for village generation and villager trade offers. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Campfire" <
campfirebackport
manametal
>
# Priority order for referencing Wooden Chests for village generation. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Chest" <
woodstuff
ganyssurface
>
# Priority order for referencing composters for village generation. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Composter" <
etfuturum
gardenstuff
>
# Priority order for referencing concrete for well decorations; essentially, if you still want these features but want to disable Village Names's versions. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Concrete" <
villagenames
etfuturum
uptodate
manametal
>
# Priority order for referencing crafting tables for village decorations. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Crafting Table" <
woodstuff
cement
>
# Priority order for referencing Doors for village generation. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Door" <
etfuturum
uptodate
ganyssurface
malisisdoors
manametal
>
# Priority order for referencing dye for villager trade offers. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Dye" <
etfuturum
uptodate
biomesoplenty
mariculture
>
# Priority order for referencing Fence blocks for village generation. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Fence" <
etfuturum
uptodate
woodstuff
ganyssurface
manametal
>
# Priority order for referencing Fence Gate blocks for village generation. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Fence Gate" <
etfuturum
ganyssurface
uptodate
woodstuff
manametal
malisisdoors
>
# Priority order for referencing flowers for village generation. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Flower" <
etfuturum
uptodate
>
# Priority order for referencing Glazed Terracotta for villager trade offers and well decorations; essentially, if you still want these features but want to disable Village Names's versions. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Glazed Terracotta" <
villagenames
etfuturum
uptodate
manametal
>
# Priority order for referencing Grass Path blocks for village generation. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Grass Path" <
etfuturum
gregtech
uptodate
manametal
>
# Priority order for referencing Iron Nuggets for e.g. village chest loot. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Iron Nugget" <
etfuturum
uptodate
tinkersconstruct
thaumcraft
immersiveengineering
thermalfoundation
railcraft
mariculture
netherlicious
ganysnether
manametal
>
# Priority order for referencing Kelp for e.g. villager trade offers. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Kelp" <
mariculture
biomesoplenty
>
# Priority order for referencing Lanterns for e.g. village generation and villager trade offers. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Lantern" <
etfuturum
netherlicious
uptodate
enviromine
manametal
>
# Priority order for referencing Lecterns for village generation. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Lectern" <
manametal
bibliocraft
>
# Priority order for referencing mossy stone blocks for village generation. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Mossy Stone" <
etfuturum
uptodate
>
# Priority order for referencing Mutton for e.g. villager trade offers. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Mutton" <
etfuturum
uptodate
ganyssurface
harvestcraft
>
# Priority order for referencing Fence blocks for village generation. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Pressure Plate" <
etfuturum
uptodate
woodstuff
ganyssurface
>
# Priority order for referencing Prismarine blocks and items for monument and village generation. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Prismarine" <
villagenames
etfuturum
botania
uptodate
manametal
>
# Priority order for referencing Red Sandstone and its variants for village generation. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Red Sandstone" <
etfuturum
uptodate
ganyssurface
>
# Priority order for referencing Signs for village generation. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Sign" <
etfuturum
ganyssurface
>
# Priority order for referencing Smithing Table for tool smithy buildings. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Smithing Table" <
etfuturum
smithinginthe90s
netheriteplus
manametal
>
# Priority order for referencing Smooth Sandstone for village generation. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Smooth Sandstone" <
etfuturum
uptodate
>
# Priority order for referencing Smooth Stone for village generation. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Smooth Stone" <
etfuturum
uptodate
manametal
>
# Priority order for referencing Sponge blocks for monument generation. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Sponge" <
villagenames
etfuturum
uptodate
>
# Priority order for referencing Stripped Logs/Wood for village generation. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Stripped Log" <
etfuturum
uptodate
manametal
>
# Priority order for referencing Suspicious Stew for villager trades. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Suspicious Stew" <
etfuturum
uptodate
>
# Priority order for referencing sweet berries for villager trade offers. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Sweet Berries" <
etfuturum
uptodate
manametal
>
# Priority order for referencing Wooden Tables for village generation. The version highest on the list and registered in your game will be used. The "minecraft" entry refers to the vanilla-style pressure plate atop a fence post.
S:"Mod Priority: Table" <
bibliocraft
minecraft
mrcrayfishsfurnituremod
>
# Priority order for referencing Wooden Trapdoors for village generation. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Trapdoor" <
etfuturum
uptodate
ganyssurface
>
# Priority order for referencing walls for village generation. The version highest on the list and registered in your game will be used.
S:"Mod Priority: Wall" <
etfuturum
uptodate
railcraft
>
# List of professions for other mods' villagers. Format is: Name|ID|pageType
# Name is your choice of name for the profession.
# ID is the ID associated with the mod profession.
# pageType is the vanilla archetype the villager emulates in order to generate hint pages.
# Use this reference:
# -1=None
# 0=Farmer: finds Villages
# 1=Librarian: finds Strongholds or Mansions
# 2=Priest: finds Temples
# 3=Blacksmith: finds Mineshafts
# 4=Butcher: finds Temples or Villages
# 5=Nitwit: finds any structure
#
S:"Mod Professions" <
Jam Guy|493827|0
Cafe Master|15|0
Warehouse Manager|16|0
Stablehand|19940402|0
Enchanter|935153|2
Apiarist|80|4
Arborist|81|0
Archaeologist|303|2
Undertaker|385|4
Brewer|10|0
Apiarist|14|4
Brewer|6677|0
Apiarist|7766|4
Engineer|512|0
Card Master|7117|2
Card Trader|7118|0
Swordsmith|66|5
Clerk|52798|0
Archivist|1210950779|1
Music Merchant|6156|5
Mechanic|125|3
Dealer|87|0
Engineer|456|3
Wizard|190|2
Banker|191|0
Tinkerer|78943|5
Station Chief|86|0
Bar Wench|42|0
Hostler|43|0
Shepherd|44|0
Baker|45|0
Apothecary|2435|2
>
# List of mod structures that can be named with a Codex, or by right-clicking an entity in that structure (optional). Structures must have been generated in a manner similarly to vanilla (e.g. Galacticraft Moon Villages).
# Format is: nameType|structureType|structureTitle|dimensionName|bookType|entityClassPath
# nameType is your choice of name pool for the structure. Options: village, mineshaft, temple, stronghold, fortress, monument, endcity, mansion, alienvillage
# structureType how the mod saves the structure info--e.g. dimension/data/[structureType].dat
# structureTitle is the string type of the structure (e.g. "Moon Village"), which will be recorded into a book. It can be left blank.
# dimensionName is the name of the dimension that would be recorded into the book. It can be left blank.
# bookType is the kind of book that is generated. Options: village, mineshaft, temple, jungletemple, desertpyramid, swamphut, igloo, stronghold, fortress, monument, endcity, mansion, moonvillage, koentusvillage, fronosvillage, nibiruvillage, abandonedbase
# entityClassPath is the mod's address to the entity class that will generate this book (when inside the structure). It can be left blank, wherein the structure name can only be obtained via a Codex.
#
S:"Mod Structures" <
alienvillage|MoonVillage|Moon Village|Moon|moonvillage|micdoodle8.mods.galacticraft.core.entities.EntityAlienVillager
alienvillage|GC_AbandonedBase|Abandoned Base|Asteroid Belt|abandonedbase|
alienvillage|FronosVillage|Fronos Village|Fronos|fronosvillage|stevekung.mods.moreplanets.planets.fronos.entities.EntityFronosVillager
alienvillage|FronosVillage|Fronos Village|Fronos|fronosvillage|stevekung.mods.moreplanets.module.planets.fronos.entities.EntityFronosVillager
alienvillage|KoentusVillage|Koentus Village|Koentus|koentusvillage|stevekung.mods.moreplanets.moons.koentus.entities.EntityKoentusianVillager
alienvillage|KoentusVillage|Koentus Village|Koentus|koentusvillage|stevekung.mods.moreplanets.module.moons.koentus.entities.EntityKoentusianVillager
alienvillage|NibiruVillage|Nibiru Village|Nibiru|nibiruvillage|stevekung.mods.moreplanets.planets.nibiru.entity.EntityNibiruVillager
alienvillage|NibiruVillage|Nibiru Village|Nibiru|nibiruvillage|stevekung.mods.moreplanets.module.planets.nibiru.entity.EntityNibiruVillager
endcity|hardcoreenderdragon_EndTower|Dungeon Tower|The End|endcity|
endcity|hardcoreenderdragon_EndIsland|Laboratory|The End|endcity|
>
# Which vanilla archetype the lost miner emulates in order to generate hint pages.
# Use this reference:
# -1=None
# 0=Farmer
# 1=Librarian
# 2=Priest
# 3=Blacksmith
# 4=Butcher
# 5=Nitwit
# [range: 0 ~ 5, default: 3]
I:"PM Lost Miner Profession ID"=3
# Which vanilla archetype the traveling merchant emulates in order to generate hint pages.
# Use this reference:
# -1=None
# 0=Farmer
# 1=Librarian
# 2=Priest
# 3=Blacksmith
# 4=Butcher
# 5=Nitwit
# [range: 0 ~ 5, default: 0]
I:"PM Traveling Merchant Profession ID"=0
}
naming {
# List of entities that will generate a name automatically when they appear. Useful for aggressive or boss mobs.
# Format is: nameType|profession|classPath|addOrRemove
# nameType is the name pool for the entity, or a hyphenated series of pools like "angel-golem".
# profession is displayed if that config flag is enabled. It can be left blank for no profession.
# classPath is the mod's address to the entity class.
# nameType options:
# villager, dragon, golem, alien, angel, demon, goblin, pet, custom
# addOrRemove - type "add" to automatically add names tags to ALL COPIES of this entity upon spawning, or "remove" to automatically remove.
# Be VERY CAUTIOUS about what entities you choose to add to this list!
S:"Automatic Names" <
villager-goblin|Witch|net.minecraft.entity.monster.EntityWitch|add
dragon-angel|Ender Dragon|net.minecraft.entity.boss.EntityDragon|add
villager-demon|Evoker|net.minecraft.entity.monster.EntityEvoker|add
villager-demon|Vindicator|net.minecraft.entity.monster.EntityVindicator|add
villager-demon|Illusioner|net.minecraft.entity.monster.EntityIllusionIllager|add
dragon-angel|Ender Dragon|chylex.hee.entity.boss.EntityBossDragon|add
demon|Ender Demon|chylex.hee.entity.boss.EntityBossEnderDemon|add
dragon-angel|Ender Dragon|ganymedes01.etfuturum.entities.EntityRespawnedDragon|add
alien-golem|Elder Guardian|astrotibs.villagenames.prismarine.guardian.entity.monster.EntityElderGuardian|add
alien-demon|Evolved Skeleton Boss|micdoodle8.mods.galacticraft.core.entities.EntitySkeletonBoss|add
alien-golem|Evolved Creeper Boss|micdoodle8.mods.galacticraft.planets.mars.entities.EntityCreeperBoss|add
alien-goblin||micdoodle8.mods.galacticraft.planets.venus.entities.EntitySpiderQueen|add
alien-goblin|Evolved Witch|stevekung.mods.moreplanets.core.entities.EntityEvolvedWitch|add
alien-golem|Diona Creeper Boss|stevekung.mods.moreplanets.planets.diona.entities.EntityDionaCreeperBoss|add
alien-golem|Fronos Creeper Boss|stevekung.mods.moreplanets.planets.fronos.entities.EntityFronosCreeperBossTemp|add
alien-golem|Kapteyn B Creeper Boss|stevekung.mods.moreplanets.planets.kapteynb.entities.EntityKapteynBCreeperBoss|add
alien-goblin|Evolved Infected Spider Boss|stevekung.mods.moreplanets.planets.nibiru.entities.EntityEvolvedInfectedSpiderBoss|add
alien-golem|Pluto Creeper Boss|stevekung.mods.moreplanets.planets.pluto.entities.EntityPlutoCreeperBoss|add
alien-angel|Cheese Cube Boss|stevekung.mods.moreplanets.planets.polongnius.entities.EntityCheeseCubeEyeBoss|add
alien-demon-golem|Evolved Sirius Blaze Boss|stevekung.mods.moreplanets.planets.siriusb.entities.EntityEvolvedSiriusBlazeBoss|add
alien-angel||stevekung.mods.moreplanets.module.planets.chalos.entity.EntityCheeseCubeEyeBoss|add
alien-demon-angel|Evolved Boss Ghast|galaxyspace.galaxies.milkyway.SolarSystem.moons.io.entities.EntityBossGhast|add
alien-demon-golem|Evolved Boss Blaze|galaxyspace.galaxies.milkyway.SolarSystem.planets.ceres.entities.EntityBossBlaze|add
villager|Summoner|net.daveyx0.primitivemobs.entity.monster.EntityDSummoner|add
villager-goblin|Witch of Domination|toast.specialMobs.entity.witch.EntityDominationWitch|add
villager-goblin|Witch of Rage|toast.specialMobs.entity.witch.EntityRageWitch|add
villager-goblin|Witch of Shadows|toast.specialMobs.entity.witch.EntityShadowsWitch|add
villager-goblin|Witch of the Undead|toast.specialMobs.entity.witch.EntityUndeadWitch|add
villager-goblin|Witch of the Wilds|toast.specialMobs.entity.witch.EntityWildsWitch|add
villager-goblin|Witch of the Wind|toast.specialMobs.entity.witch.EntityWindWitch|add
villager-golem||twilightforest.entity.EntityTFArmoredGiant|add
villager-golem||twilightforest.entity.EntityTFGiantMiner|add
dragon|Naga|twilightforest.entity.boss.EntityTFNaga|add
dragon|Hydra|twilightforest.entity.boss.EntityTFHydra|add
demon-golem|Knight Phantom|twilightforest.entity.boss.EntityTFKnightPhantom|add
demon|Twilight Lich|twilightforest.entity.boss.EntityTFLich|add
goblin|Minoshroom|twilightforest.entity.boss.EntityTFMinoshroom|add
angel|Snow Queen|twilightforest.entity.boss.EntityTFSnowQueen|add
demon-angel|Ur-ghast|twilightforest.entity.boss.EntityTFUrGhast|add
goblin-golem|Alpha Yeti|twilightforest.entity.boss.EntityTFYetiAlpha|add
villager-demon||com.emoniph.witchery.entity.EntityVampire|add
villager|Witch Hunter|com.emoniph.witchery.entity.EntityWitchHunter|add
demon|Horned Huntsman|com.emoniph.witchery.entity.EntityHornedHuntsman|add
>
# List of entities that can generate a name when right-clicked. Format is: nameType|profession|classPath
# nameType is the name pool for the entity, or a hyphenated series of pools like "angel-golem".
# profession is displayed if that config flag is enabled. It can be left blank for no profession.
# classPath is mod's address to the entity class.
# nameType options:
# villager, dragon, golem, alien, angel, demon, goblin, pet, custom
#
S:"Clickable Names" <
alien||micdoodle8.mods.galacticraft.core.entities.EntityAlienVillager
alien||stevekung.mods.moreplanets.moons.koentus.entities.EntityKoentusianVillager
alien||stevekung.mods.moreplanets.module.moons.koentus.entities.EntityKoentusianVillager
alien-villager-goblin||stevekung.mods.moreplanets.planets.fronos.entities.EntityFronosVillager
alien-villager-goblin||stevekung.mods.moreplanets.module.planets.fronos.entities.EntityFronosVillager
alien-villager-angel||stevekung.mods.moreplanets.planets.nibiru.entity.EntityNibiruVillager
alien-villager-angel||stevekung.mods.moreplanets.module.planets.nibiru.entity.EntityNibiruVillager
goblin-demon||mods.natura.entity.ImpEntity
goblin||thaumcraft.common.entities.monster.EntityPech
angel-golem-goblin|Questing Ram|twilightforest.entity.passive.EntityTFQuestRam
villager|Guard|com.emoniph.witchery.entity.EntityVillageGuard
goblin||com.emoniph.witchery.entity.EntityGoblin
goblin-demon||com.emoniph.witchery.entity.EntityImp
demon||com.emoniph.witchery.entity.EntityDemon
villager|Traveling Merchant|net.daveyx0.primitivemobs.entity.passive.EntityTravelingMerchant
villager|Miner|net.daveyx0.primitivemobs.entity.passive.EntityLostMiner
villager||net.daveyx0.primitivemobs.entity.passive.EntitySheepman
villager|Blacksmith|net.daveyx0.primitivemobs.entity.passive.EntitySheepmanSmith
villager-goblin||imc.entities.EntityPigman
villager-goblin||DelirusCrux.Netherlicious.Common.Entities.Passive.EntityPiglin
villager|MP Exchanger|dqr.entity.npcEntity.npc.DqmEntityNPCBankMP
villager|Banker|dqr.entity.npcEntity.npc.DqmEntityNPCBank
villager|Equipment Merchant|dqr.entity.npcEntity.npc.DqmEntityNPCBukiya
villager|Soldier|dqr.entity.npcEntity.npc.DqmEntityNPCGuntai
villager|Equipment Buyer|dqr.entity.npcEntity.npc.DqmEntityNPCKaitoriya
villager|Blackjack Dealer|dqr.entity.npcEntity.npc.DqmEntityNPCKajinoBJ
villager|Chinchirorin Dealer|dqr.entity.npcEntity.npc.DqmEntityNPCKajinoCCR
villager|Token Exchange|dqr.entity.npcEntity.npc.DqmEntityNPCKajinoCoin
villager|Prize Exchange|dqr.entity.npcEntity.npc.DqmEntityNPCKajinoEXC
villager|Poker Dealer|dqr.entity.npcEntity.npc.DqmEntityNPCKajinoPK
villager|Medal King|dqr.entity.npcEntity.npc.DqmEntityNPCMedalking
villager|Job Priest|dqr.entity.npcEntity.npc.DqmEntityNPCSinkan
villager|Skill Priest|dqr.entity.npcEntity.npc.DqmEntityNPCSinkan2
villager|Weapon Priest|dqr.entity.npcEntity.npc.DqmEntityNPCSinkan3
villager|Repair Smith|dqr.entity.npcEntity.npc.DqmEntityNPCSyuuri
>
# List of class paths of entities that receive a random Pet name when right-clicked with a blank nametag, irrespective of if they're tamed or who tamed them.
# Use this for entities that can't receive a Pet name in the intended way (typically because owner ID is stored differently or not stored at all).
S:"Entities Nameable Like Pets" <
>
# Entities reveal their names when you right-click them, or automatically if so assigned. [default: true]
B:"Entity names"=true
# An entity's name also includes its profession/title. You may need to right-click the entity to update its name plate. [default: false]
B:"Entity professions"=false
# Right-click village Golems to learn their name. [default: true]
B:"Golem names"=true
# The career displayed for a Nitwit [default: ]
S:"Nitwit Profession"=
}
"villager professions" {
# If modern skins are enabled: renders the headwear layer for non-vanilla villager professions, if one exists. [default: false]
B:"Modded Villager Headwear"=false
# (If modern skins are enabled) List of profession IDs for other mods' villagers. A normal value will be whitelisted: it will display that villager's headwear layer even if Modded Villager Headwear is false. Adding a negative sign in front of the ID int will blacklist the profession so that its headwear layer never renders.
S:"Modded Villager Headwear Graylist" <
14
-15
44
80
-190
-191
385
512
-6156
7117
7766
935153
>
# (If modern skins are enabled) List of profession IDs for other mods' villagers to render in the modular skin style. Format is: careerAsset|zombieCareerAsset|professionID
# careerAsset: career skin png to be overlaid onto the villager, located in assets\villagenames\textures\entity\villager\profession
# The default values are all available in Village Names. You can access custom values with a resourcepack.
# zombieCareerAsset: a zombie career png, located in the corresponding zombie_villager directory. You may leave this value blank, in which case it will use the non-zombie career overlay.
# professionID: the ID associated with the mod profession.
S:"Modded Villager Modular Skins" <
aa_jam|aa_jam|493827
amt_cafemaster||15
amt_warehousemanager||16
ccp_stablehand||19940402
ep_enchanter||935153
for_apiarist|for_apiarist|80
for_arborist|for_arborist|81
fa_archaeologist||303
gs_undertaker|gs_undertaker|385
gc_brewer||10
gc_apiarist||14
gc_brewer||6677
gc_apiarist||7766
ie_engineer||512
mtc_cardmaster||7117
mtc_cardtrader||7118
msm_swordsmith||66
mus_clerk||52798
myc_archivist||1210950779
ob_musicmerchant||6156
pc_mechanic||125
psy_dealer||87
rc_engineer|rc_engineer|456
thc_wizard||190
thc_banker||191
tc_tinkerer||78943
tc_stationchief||86
vt_barwench||42
vt_hostler||43
vt_shepherdess||44
vt_baker||45
wit_apothecary||2435
>
# Use the composite 1.14 Villager skins [default: true]
B:"Modern Villager Profession Skins"=true
# Use JE 1.14 / BE 1.12 trade offerings and add the Mason villager [default: true]
B:"Modern Villager Trades"=true
# Use the composite 1.14 Zombie skins [default: true]
B:"Modern Zombie Profession Skins"=true
# Enable 1.11 NitWit Villagers [default: true]
B:"Nitwit Villager"=true
# If modern skins are enabled: automatically removes armor from villagers and zombies to avoid a rendering bug. [default: true]
B:"Remove Armor for Modern Skins"=true
# High-level Librarians and Cartographers will offer enchanted books and treasures in exchange for Village Names items. This only applies if Villager Careers is true. [default: true]
B:"Treasure Trades"=true
# Assign 1.8+ Career subdivisions to vanilla Professions. Trading is still 1.7 style, but merchant offers will be more progression-based.
# WARNING: This will permanently modify already-generated vanilla Villager trade offers. [default: true]
B:"Villager Careers"=true
}
"villager skin tones" {
# Display Gaussian-distributed random skin tones assigned to villagers [default: true]
B:"Display Skin Tones"=true
# Statistical variance in skin tone for a population decreases as the number of skin-tone-affecting biome tags increases.
# Setting this value to zero eliminates that effect, making skin tone vary equally everywhere (aside from culling to the darkest/lightest tones).
# Increasing this value makes skin tone variation less likely in qualifying biomes. [range: 0.0 ~ 3.4028235E38, default: 2.6666667]
S:"Skin Tone Variance Annealing"=2.6666667
# Proportionality constant for variance everywhere, irrespective of biome. Set this to zero for absolutely no variation for a given biome.
# Skin tones are culled to the darkest and lightest values, so setting this arbitrarily high will result in ONLY the darkest or lightest villagers.
# I estimate that the distribution is flattest, and thus population variance is maximized, around a value of about 2.6. [range: 0.0 ~ 3.4028235E38, default: 1.0]
S:"Skin Tone Variance Scale"=1.0
}
"well kill switch" {
# Set this to false to override-disable all well decoration: sign, slabs, terracotta, concrete. [default: true]
B:"Allow well decorations"=true
}
"world of color" {
# Whether to add 1.12 style Concrete, Concrete Powder, and Glazed Terracotta [default: true]
B:"1.12 Blocks"=false
# Whether to decorate wells with Concrete and Glazed Terracotta instead of stained clay. This only applies to old-school wells, i.e. if "Activate New Village Generator" is false. [default: true]
B:"Concrete Well"=true
}