# Configuration file ########################################################################################################## # biomes #--------------------------------------------------------------------------------------------------------# # Biomes and effects ########################################################################################################## biomes { # Eerie biome id I:biome_eerie=194 # Eldritch Lands biome id I:biome_eldritch=195 # Magical Forest biome id I:biome_magical_forest=193 # Taint biome id I:biome_taint=192 # higher values increases number of magical forest biomes. If you are using biome addon mods you probably want to increase this weight quite a bit I:magical_forest_biome_weight=0 I:outer_lands_dim=-42 # higher values increases number of taint biomes. If you are using biome addon mods you probably want to increase this weight quite a bit I:taint_biome_weight=0 } ########################################################################################################## # enchantments #--------------------------------------------------------------------------------------------------------# # Custom enchantments ########################################################################################################## enchantments { I:ench_haste=150 I:ench_repair=151 } general { # Enables a version of the Thauminomicon in creative mode that grants you all the research when you first use it. B:allow_cheat_sheet=false # Setting this to false will disable arcane mirror research and crafting recipes. B:allow_mirrors=true # If set to false, warded stone, doors and glass will just be cosmetic in nature and not have its hardened properties (everyone will be able to break it with equal ease). B:allow_warded_stone=true # Can Taint be caused by flux effects. B:biome_taint_from_flux=false # The chance per block update (1 in n) of the Taint biome spreading. Setting it to 0 prevents the spread of Taint biomes. I:biome_taint_spread=200 # Set this to true to get the old blue magical forest back. B:blue_magical_forest=false # Setting this to true will make certain colors higher contrast or darker to prevent them from being 'invisible' to color blind people. B:color_blind=false # Hate crooked labels, kittens, puppies and all things awesome? If yes, set this to false. B:crooked=true # Item aspects are hidden by default and pressing shift reveals them. Changing this setting to 'true' will reverse this behaviour and always display aspects unless shift is pressed. B:display_aspects=false # Setting this to false will remove the glowing purple nodules from taint fibres. This might prevent crashes some people experience and improve performance. B:glowing_taint=true # If set to true golems will attempt to play the chest opening animations and sounds whenever they interact with them. B:golem_chest_interact=true # How many ticks a golem waits between checking for tasks. Setting it higher will save server ticks, but will make the golems slower to react. I:golem_delay=5 # How many milliseconds a golem will ignore an item after it has failed to find a destination or use for it. Min value 1000 I:golem_ignore_delay=10000 # The fx quality of the line connecting golems to marked blocks. Setting this below 4 deactives the effect entirely. I:golem_link_quality=16 # Negative nodes like hungry, tainted or dark nodes will have additional, much nastier, effects. B:hard_mode_nodes=true # How rare nodes are in the world. The number means there will be (on average) one node per N chunks. I:node_rarity=36 # Determines how fast notifications scroll downwards. I:notification_delay=5000 # The maximum amount of notifications that are displayed onscreen. I:notification_max=15 # This is a comma-delimited list of any block names the portable hole is not allowed to pass through. S:portablehole_blacklist=iron_door # This setting will disable certain thaumcraft shaders for those who experience FPS drops. B:shaders=true # The chance of a node being special (pure, dark, unstable, etc.). The number means roughly 1 in N nodes will be special, so setting the number to 5 will mean 1 in 5 nodes may be special. I:special_node_rarity=18 # Thaumcraft banker villager id I:thaumcraft_banker_id=191 # Thaumcraft wizard villager id I:thaumcraft_villager_id=190 # Set to true to have the wand dial display in the bottom left instead of the top left. B:wand_dial_bottom=false # Setting this to true disables Warp and similar mechanics. You wuss. B:wuss_mode=true } ########################################################################################################## # monster_spawning #--------------------------------------------------------------------------------------------------------# # Will these mobs spawn ########################################################################################################## monster_spawning { # Setting this to false will disable spawning champion mobs. Even when false they will still have a greatly reduced chance of spawning in certain dangerous places. B:champion_mobs=true B:spawn_angry_zombies=true B:spawn_eldercreatures=true B:spawn_fire_bats=true B:spawn_pechs=true B:spawn_taint_spores=true B:spawn_taintacles=true B:spawn_wisps=true } ########################################################################################################## # research #--------------------------------------------------------------------------------------------------------# # Various research related things. ########################################################################################################## research { # The total amount of RP you can have in your pool per aspect before the scanning soft cap kicks in. I:aspect_total_cap=100 # 0 = normal, -1 = easy (all research items are directly purchased with RP), 1 = Hard (all research items need to be solved via the research table) I:research_difficulty=0 } ########################################################################################################## # runic_shielding #--------------------------------------------------------------------------------------------------------# # Runic Shielding ########################################################################################################## runic_shielding { # How much aer and terra centi-vis (0.01 vis) it costs to reacharge a single unit of shielding. Minimum of 0. I:runic_cost=50 # How many game ticks pass after a shield has been reduced to zero before it can start recharging again. Minimum of 0. I:runic_recharge_delay=80 # How many milliseconds pass between runic shielding recharge ticks. Lower values equals faster recharge. Minimum of 500. I:runic_recharge_speed=2000 } ########################################################################################################## # world_generation #--------------------------------------------------------------------------------------------------------# # Settings to turn certain world-gen on or off. ########################################################################################################## world_generation { B:generate_amber_ore=true B:generate_aura_nodes=false B:generate_cinnibar_ore=true B:generate_infused_stone=true B:generate_structures=false # Can taint biomes generate at worldgen B:generate_taint=false B:generate_trees=true } ########################################################################################################## # world_regeneration #--------------------------------------------------------------------------------------------------------# # If a chunk is encountered that skipped TC worldgen, then the game will attempt to regenerate certain world features if they are set to true. CAUTION: Best used for worlds created before you added this mod, and only if you know what you are doing. Backups are advised. ########################################################################################################## world_regeneration { B:amber_ore=false B:aura_nodes=false B:cinnibar_ore=false B:infused_stone=false # This key is used to keep track of which chunk have been generated/regenerated. Changing it will cause the regeneration code to run again, so only change it if you want it to happen. Useful to regen only one world feature at a time. S:regen_key=DEFAULT B:structures=false B:taint=false B:trees=false }