Disable stupid main menus

This commit is contained in:
Timo Ley 2021-06-14 13:05:35 +02:00
parent 2dbef75734
commit 9b9ccec762
4 changed files with 1006 additions and 0 deletions

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# Configuration file
general {
# Chance of generating abandoned base in chunk = 1 / THIS_VALUE. 0 disables abandoned base generation. Default: 1000
I:abandonedBaseRarity=0
# Setting this to false causes GTCE to not register additional methane recipes for foods in the centrifuge. Default: true
B:addFoodMethaneRecipes=true
# Specifies additional random amount of veins in section. Default: 2
I:additionalVeinsInSection=2
# Whether to enable more verbose logging. Default: false
B:debug=false
# Whether to disable rubber tree world generation. Default: false
B:disableRubberTreeGeneration=false
# Whether to disable vanilla ores generation in world. Default: false
B:disableVanillaOres=false
# Whether machines should explode when overloaded with power. Default: true
B:doExplosions=true
# If true, powered zero loss wires will damage the player. Default: false
B:doLosslessWiresDamage=false
# If true, lossless cables will have lossy wires. Default: false
B:doLosslessWiresMakeLossyCables=false
# Energy use multiplier for electric items. Default: 100
I:energyUsageMultiplier=100
# Chance with which flint and steel will create fire. Default: 50
# Min: 0
# Max: 100
I:flintChanceToCreateFire=50
# Sets the bonus EU output of Gas Turbines. Default 6144
I:gasTurbineBonusOutput=6144
# Whether veins should be generated in center of chunk. Default: false
B:generateVeinsInCenterOfChunk=false
# Recipes for machine hulls use more materials. Default: false
B:harderMachineHulls=false
# Whether to hide facades of all blocks in JEI and creative search menu. Default: true
B:hideFacadesInJEI=true
# Whether to hide filled cells in JEI and creative search menu. Default: true
B:hideFilledCellsInJEI=true
# Whether to hide filled tanks in JEI and creative search menu. Default: true
B:hideFilledTanksInJEI=true
# Setting this to true makes GTCE ignore error and invalid recipes that would otherwise cause crash. Default: true
B:ignoreErrorOrInvalidRecipes=true
# Whether to increase number of rolls for dungeon chests. Increases dungeon loot drastically. Default: true
B:increaseDungeonLoot=true
# If true, insufficient energy supply will reset recipe progress to zero. If false, progress will decrease to zero with 2x speed. Default: false
B:insufficientEnergySupplyWipesRecipeProgress=false
# Specifies min amount of veins in section. Default: 0
I:minVeinsInSection=0
# Specifies priorities of mods in ore dictionary item registration. First ModID has highest priority, last - lowest. Unspecified ModIDs follow standard sorting, but always have lower priority than last specified ModID.
# For this to work "useCustomModPriorities" has to be set to true.
S:modPriorities <
>
# Sets the bonus EU output of Plasma Turbines. Default: 6144
I:plasmaTurbineBonusOutput=6144
# Sets the bonus EU output of Steam Turbines. Default: 6144
I:steamTurbineBonusOutput=6144
# Whether to use modPriorities setting in config for prioritizing ore dictionary item registrations. By default, GTCE will sort ore dictionary registrations alphabetically comparing their owner ModIDs. Default: false
B:useCustomModPriorities=false
##########################################################################################################
# vanillarecipes
#--------------------------------------------------------------------------------------------------------#
# Category that contains configs for changing vanilla recipes
##########################################################################################################
vanillarecipes {
# Whether crafting a bowl requires a knife instead of only planks. Default: true
B:bowlRequireKnife=true
# Whether to make the iron bucket recipe harder by requiring a hammer and plates. Default: true
B:bucketRequirePlatesAndHammer=true
# Whether to make flint and steel recipe require a steel nugget instead of an iron ingot. Default: true.
B:flintAndSteelRequireSteel=true
# Recipes for items like iron doors, trapdoors, pressure plates, cauldrons, hoppers, and iron bars require iron plates and a hammer. Default: true
B:ironConsumingCraftingRecipesRequirePlates=true
# Whether to nerf the paper crafting recipe. Default: true
B:nerfPaperCrafting=true
# Whether to nerf wood crafting to 2 sticks from 2 planks. Default: false
B:nerfStickCrafting=false
# Whether to nerf wood crafting to 2 planks from 1 log. Default: false
B:nerfWoodCrafting=false
}
##########################################################################################################
# machinespecific
#--------------------------------------------------------------------------------------------------------#
# Category that contains configs for machines with specific behavior
##########################################################################################################
machinespecific {
# Array of blacklisted dimension IDs in which Air Collector does not work.
I:airCollectorDimensionBlacklist <
>
}
##########################################################################################################
# nanosaberconfiguration
#--------------------------------------------------------------------------------------------------------#
# Category that contains configs for the NanoSaber
##########################################################################################################
nanosaberconfiguration {
# The EU/t consumption of the NanoSaber. Default: 64
# Min: 1
# Max: 512
I:energyConsumption=64
# The base damage of the NanoSaber. Default: 5.0
# Min: 0.0
# Max: 100.0
D:nanoSaberBaseDamage=5.0
# The additional damage added when the NanoSaber is powered. Default: 20.0
# Min: 0.0
# Max: 100.0
D:nanoSaberDamageBoost=20.0
# Should Zombies spawn with charged, active NanoSabers on hard difficulty? Default: true
B:zombieSpawnWithSabers=true
}
}

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# Configuration file
all {
# Amphithere attack strength [range: 1.0 ~ 10000.0, default: 7.0]
S:"Amphithere Attack Strength"=7.0
# How fast amphitheres fly. [range: 0.0 ~ 3.0, default: 1.75]
S:"Amphithere Flight Speed"=1.75
# Maximum amphithere health [range: 1.0 ~ 10000.0, default: 50.0]
S:"Amphithere Max Health"=50.0
# Amphithere spawn weight. Lower = lower chance to spawn [range: 1 ~ 10000, default: 5]
I:"Amphithere Spawn Weight"=5
# How many ticks it takes while riding an untamed amphithere to tame it. [range: 1 ~ 10000, default: 400]
I:"Amphithere Tame Time"=400
# How many blocks away can ampitheres detect villagers being hurt. Note that increasing this could cause lag. [range: 1 ~ 10000, default: 64]
I:"Amphithere Villager Search Length"=64
# True if animals should run away and hide from dragons and other hostile Ice and Fire mobs. [default: true]
B:"Animals Fear Dragons"=true
# True if riding dragons should make the player take a 3rd person view automatically. [default: true]
B:"Auto 3rd person when riding dragon"=true
# Blacklist for blocks that dragons are not to break or burn. Ex. "minecraft:sponge" or "rats:rat_crafting_table" [default: ]
S:"Blacklisted Blocks from Dragon" <
>
# If true, then the blacklist will act as a whitelist. [default: false]
B:"Blacklisted Blocks from Dragon is a Whitelist"=false
# Dragons cannot spawn in these dimensions' IDs
I:"Blacklisted Dragon Dimensions" <
-1
1
>
# Misc Structures(Cyclops caves, Gorgon temples, etc) cannot spawn in these dimensions' IDs
I:"Blacklisted Misc. Structure Dimensions" <
-1
1
>
# True if chickens lay rotten eggs. [default: true]
B:"Chickens Lay Rotten Eggs"=true
# True if the summon crystal can load chunks to find dragons. [default: true]
B:"Chunk Load Summon Crystal"=true
# Maximum cockatrice health [range: 1.0 ~ 10000.0, default: 40.0]
S:"Cockatrice Health"=40.0
# A double check to see if the game can spawn cockatrices. Higher number = lower chance to spawn. [range: 0 ~ 10000, default: 0]
I:"Cockatrice Spawn Check Chance"=0
# Cockatrice spawn weight. Lower = lower chance to spawn [range: 1 ~ 10000, default: 4]
I:"Cockatrice Spawn Weight"=4
# 1 out of this number chance per 6000 ticks for a chicken to lay a cockatrice egg. [range: 1 ~ 2147483647, default: 30]
I:"Cockatrice chicken Search Length"=32
# Whether to display the dragon on the main menu or not [default: true]
B:"Custom main menu"=false
# How many blocks away can cyclopes detect sheep. Note that increasing this could cause lag. [range: 1 ~ 10000, default: 17]
I:"Cyclopes Sheep Search Length"=17
# Cyclops attack strength [range: 1.0 ~ 10000.0, default: 15.0]
S:"Cyclops Attack Strength"=15.0
# Amount of damage done with cyclops bite attack. [range: 1.0 ~ 10000.0, default: 40.0]
S:"Cyclops Bite Strength"=40.0
# Whether or not cyclops can break logs or leaves in their way [default: true]
B:"Cyclops Griefing"=true
# Maximum cyclops health [range: 1.0 ~ 10000.0, default: 150.0]
S:"Cyclops Max Health"=150.0
# How many blocks away does dangerous(dragons, cyclops, etc.) world gen have to generate from spawn [range: 0 ~ 2147483647, default: 200]
I:"Dangerous World Gen Distance From Spawn"=200
# Default deathworm attack strength, this is scaled to the worm's particular size [range: 1.0 ~ 10000.0, default: 3.0]
S:"Death Worm Base Attack Strength"=3.0
# Default deathworm health, this is scaled to the worm's particular size [range: 1.0 ~ 10000.0, default: 10.0]
S:"Death Worm Base Health"=10.0
# A double check to see if the game can spawn death worms. Higher number = lower chance to spawn. [range: 0 ~ 10000, default: 3]
I:"Death Worm Spawn Check Chance"=3
# Deathworm spawn weight. Lower = lower chance to spawn [range: 1 ~ 10000, default: 2]
I:"Death Worm Spawn Weight"=2
# How many blocks away can death worms spot potential prey. Note that increasing this could cause lag [range: 1 ~ 10000, default: 64]
I:"Death Worm Target Search Length"=64
# True if wild deathworms are allowed to target and attack monsters [default: true]
B:"Death Worms Target Monsters"=true
# Max dragon attack damage. Attack Damage is scaled to this [range: 1 ~ 10000, default: 17]
I:"Dragon Attack Damage"=17
# Damage dealt from a successful fire breath attack. Attack Damage is scaled to by age, so a stage 5 dragon will deal 5x as much as this number [range: 0.0 ~ 10000.0, default: 2.0]
S:"Dragon Attack Damage(Fire breath)"=2.0
# Damage dealt from a successful ice breath attack. Attack Damage is scaled to by age, so a stage 5 dragon will deal 5x as much as this number [range: 0.0 ~ 10000.0, default: 2.5]
S:"Dragon Attack Damage(Ice breath)"=2.5
# Every interval of this number in ticks, dragon allowed to break blocks. [range: 0 ~ 10000, default: 5]
I:"Dragon Block Break Cooldown"=5
# The percentage chance for a block to drop as an item when a dragon breaks it. [range: 0.0 ~ 1.0, default: 0.1]
S:"Dragon Block Breaking Drop Chance"=0.1
# Ratio of Stone(this number) to Ores in Dragon Caves [range: 1 ~ 10000, default: 45]
I:"Dragon Cave Ore Ratio"=45
# 1 out of this number chance per block that gold will generate in dragon lairs. [range: 1 ~ 10000, default: 4]
I:"Dragon Den Gold Amount"=4
# How long it takes(in ticks) for a dragon egg to hatch [range: 1 ~ 2147483647, default: 7200]
I:"Dragon Egg Hatch Time"=7200
# Dragon Flap Noise Distance - Larger number, further away you can hear it [range: 0 ~ 10000, default: 4]
I:"Dragon Flap Noise Distance"=4
# Dragon Flute Distance - how many chunks away is the dragon flute effective? [range: 0 ~ 10000, default: 4]
I:"Dragon Flute Distance"=4
# How far away dragons will detect gold blocks being destroyed or chests being opened [range: 0 ~ 10000, default: 30]
I:"Dragon Gold Search Length"=30
# Dragon griefing - 2 is no griefing, 1 is breaking weak blocks, 0 is default [range: 0 ~ 2, default: 0]
I:"Dragon Griefing"=0
# Max dragon health. Health is scaled to this [range: 1 ~ 100000, default: 500]
I:"Dragon Health"=500
# Every interval of this number in ticks, dragon hunger decreases. [range: 1 ~ 10000, default: 3000]
I:"Dragon Hunger Tick Rate"=3000
# Enable this if your server is being bombarded with moved wrongly or moved too fast console messages. REQUIRES RESTART! [default: false]
B:"Dragon Moved Wrongly Error Fix"=false
# How many blocks away can dragons spot potential prey. Note that increasing this could cause lag. [range: 1 ~ 10000, default: 128]
I:"Dragon Target Search Length"=128
# How many blocks away can dragons wander from their defined "home" position. [range: 1 ~ 10000, default: 40]
I:"Dragon Wander From Home Distance"=40
# True if dragons can despawn. Note that if this is false there may be SERIOUS lag issues. [default: true]
B:"Dragons Despawn"=true
# True if dragons can break blocks if they get stuck. Turn this off if your dragons randomly explode. [default: true]
B:"Dragons Dig When Stuck"=true
# True if dragons can drop their blood on death. [default: true]
B:"Dragons Drop Blood"=true
# True if dragons can drop their heart on death. [default: true]
B:"Dragons Drop Heart"=true
# True if dragons can drop their skull on death. [default: true]
B:"Dragons Drop Skull"=true
# Default armor value of dragonsteel chestplate. [range: 7 ~ 2147483647, default: 12]
I:"Dragonsteel Base Armor"=12
# Default durability value of dragonsteel sword. [range: 1 ~ 2147483647, default: 8000]
I:"Dragonsteel Base Durability"=8000
# Default attack strength of a dragonsteel sword. [range: 5.0 ~ 2.14748365E9, default: 25.0]
S:"Dragonsteel Sword Base Attack Strength"=25.0
# Percentage of critical strike that will disarm with easter egg tinkers material. [range: 0.0 ~ 1.0, default: 0.2]
S:"Easter Egg Tinkers Tool Disarm chance"=0.2
# Turning this to true simplifies the dragon's pathfinding process, making them dumber when finding a path, but better for servers with many loaded dragons. [default: false]
B:"Experimental Dragon path Finder"=false
# True if dragons fire/ice charges create secondary explosions that launch blocks everywhere. Turn this to true if you like unfair explosions. Or lag. [default: false]
B:"Explosive Dragon Breath"=false
# Whether to generate structures or mobs on superflat worlds [default: true]
B:"Generate All Structures on Superflat"=true
# 1 out of this number chance per chunk for generation [range: 1 ~ 10000, default: 180]
I:"Generate Dragon Cave Chance"=180
# Whether to generate dragon caves or not [default: true]
B:"Generate Dragon Caves"=true
# 1 out of this number chance per chunk for generation [range: 1 ~ 10000, default: 360]
I:"Generate Dragon Roost Chance"=360
# Whether to generate dragon roosts or not [default: true]
B:"Generate Dragon Roosts"=true
# 1 out of this number chance per chunk for generation [range: 1 ~ 10000, default: 300]
I:"Generate Dragon Skeleton Chance"=300
# Whether to generate dragon skeletons or not [default: true]
B:"Generate Dragon Skeletons"=true
# Whether to generate glacier biomes or not [default: true]
B:"Generate Glaciers"=true
# True if hydra caves are allowed to generate [default: true]
B:"Generate Hydra Caves"=true
# True if mausoleums are allowed to generate [default: true]
B:"Generate Mausoleums"=true
# Whether to generate sapphire ore or not [default: true]
B:"Generate Sapphire Ore"=true
# Whether to generate silver ore or not [default: true]
B:"Generate Silver Ore"=true
# 1 out of this number chance per chunk for generation [range: 1 ~ 10000, default: 100]
I:"Generate Snow Village Chance"=100
# Whether to generate snow villages or not [default: true]
B:"Generate Snow Villages"=true
# Glacier Spawn Weight. Higher number = more common [range: 1 ~ 10000, default: 4]
I:"Glacier Spawn Weight"=4
# Maximum gorgon health [range: 1.0 ~ 10000.0, default: 100.0]
S:"Gorgon Max Health"=100.0
# Hippogryph spawn weight. Lower = lower chance to spawn. [range: 1 ~ 10000, default: 2]
I:"Hippogryph Spawn Weight"=2
# One out of this number chance per chunk to generate a hydra cave. [range: 1 ~ 10000, default: 200]
I:"Hydra Caves Gen Chance"=200
# Maximum hydra health [range: 1.0 ~ 10000.0, default: 250.0]
S:"Hydra Max Health"=250.0
# A more intelligent dragon pathfinding system, but is also laggier. Turn this on if you think dragons are too stupid. [default: false]
B:"Intelligent Dragon Pathfinding"=false
# Dread Lich spawn weight. Lower = lower chance to spawn [range: 1 ~ 10000, default: 2]
I:"Lich Spawn Weight"=2
# Whether to log cascading world gen lag. We hope to fix all cascading lag in the future, but the server console spam is over the top. [default: false]
B:"Log Cascading World Gen"=false
# One out of this number chance per chunk to generate a mausoleum. [range: 1 ~ 10000, default: 1800]
I:"Mausoleum Gen Chance"=1800
# How high dragons can fly, in Y height. [range: 100 ~ 2147483647, default: 128]
I:"Max Dragon Flight Height"=128
# How high stymphalian birds can fly, in Y height. [range: 10 ~ 2147483647, default: 80]
I:"Max Stymphalian Bird Flight Height"=80
# Base Myrmex(worker) attack strength [range: 1.0 ~ 10000.0, default: 3.0]
S:"Myrmex Base Attack Strength"=3.0
# One out of this number chance per chunk to generate a myrmex hive. [range: 1 ~ 10000, default: 150]
I:"Myrmex Colony Gen Chance"=150
# How many maximum individuals a myrmex colony can have. [range: 10 ~ 10000, default: 80]
I:"Myrmex Colony Max Size"=80
# How many ticks it takes for a Myrmex Queen to produce an egg. [range: 1 ~ 10000, default: 2500]
I:"Myrmex Gestation Length"=2500
# How many ticks it takes for a Myrmex to move from a larva to a pupa, and from a pupa to an adult. [range: 1 ~ 100000, default: 35000]
I:"Myrmex Hatch Length"=3000
# Blocks that will not drop as items when broken by a dragon. Ex. "minecraft:chest" or "rats:rat_crafting_table" [default: [minecraft:stone], [minecraft:dirt], [minecraft:grass]]
S:"No-Drop Blocks from Dragon Block Breaking" <
minecraft:stone
minecraft:dirt
minecraft:grass
>
# size of pixie villages [range: 1 ~ 10000, default: 5]
I:"Pixie Village Size"=5
# True if pixies are allowed to steal from players [default: true]
B:"Pixies Steal Items"=true
# Default sea serpent attack strength, this is scaled to the sea serpent's particular size [range: 1.0 ~ 10000.0, default: 4.0]
S:"Sea Serpent Base Attack Strength"=4.0
# Default sea serpent health, this is scaled to the sea serpent's particular size [range: 1.0 ~ 10000.0, default: 20.0]
S:"Sea Serpent Base Health"=20.0
# Whether or not sea serpents can break weak blocks in their way [default: true]
B:"Sea Serpent Griefing"=true
# Maximum siren health [range: 1.0 ~ 10000.0, default: 50.0]
S:"Siren Max Health"=50.0
# how long(in ticks) can a siren use its sing effect on a player, without a cooldown. [range: 100 ~ 24000, default: 12000]
I:"Siren Max Sing Time"=12000
# how long(in ticks) a siren has to wait after failing to lure in a player [range: 100 ~ 24000, default: 2000]
I:"Siren Time Between Songs"=2000
# True if amphitheres are allowed to spawn [default: true]
B:"Spawn Amphitheres"=true
# True if cockatrices are allowed to spawn [default: true]
B:"Spawn Cockatrices"=true
# True if cyclops caves are allowed to spawn [default: true]
B:"Spawn Cyclopes Caves"=true
# 1 out of this number chance per chunk for generation [range: 1 ~ 10000, default: 170]
I:"Spawn Cyclops Cave Chance"=170
# True if deathworms are allowed to spawn [default: true]
B:"Spawn Death Worms"=true
# 1 out of this number chance per chunk for generation [range: 1 ~ 10000, default: 75]
I:"Spawn Gorgon Chance"=75
# True if gorgon temples are allowed to spawn [default: true]
B:"Spawn Gorgons"=true
# True if hippocampi are allowed to spawn [default: true]
B:"Spawn Hippocampus"=true
# 1 out of this number chance per chunk for generation [range: 1 ~ 10000, default: 70]
I:"Spawn Hippocampus Chance"=70
# True if hippogryphs are allowed to spawn [default: true]
B:"Spawn Hippogryphs"=true
# True if dread liches are allowed to spawn [default: true]
B:"Spawn Liches"=true
# True if myrmex colonies are allowed to spawn [default: true]
B:"Spawn Myrmex"=true
# True if pixie villages are allowed to spawn [default: true]
B:"Spawn Pixies"=true
# 1 out of this number chance per chunk for generation [range: 1 ~ 10000, default: 60]
I:"Spawn Pixies Chance"=60
# 1 out of this number chance per chunk for generation [range: 1 ~ 10000, default: 200]
I:"Spawn Sea Serpent Chance"=200
# True if sea serpents are allowed to spawn [default: true]
B:"Spawn Sea Serpents"=true
# True if siren islands are allowed to spawn [default: true]
B:"Spawn Sirens"=true
# 1 out of this number chance per chunk for generation [range: 1 ~ 10000, default: 300]
I:"Spawn Sirens Chance"=300
# 1 out of this number chance per chunk for generation [range: 1 ~ 10000, default: 100]
I:"Spawn Stymhphalian Bird Chance"=100
# True if stymphalian birds are allowed to spawn [default: true]
B:"Spawn Stymphalian Birds"=true
# True if trolls are allowed to spawn [default: true]
B:"Spawn Trolls"=true
# True if wandering cyclopes are allowed to spawn [default: true]
B:"Spawn Wandering Cyclopes"=true
# 1 out of this number chance per chunk for generation [range: 1 ~ 10000, default: 900]
I:"Spawn Wandering Cyclops Chance"=900
# Stymphalian bird feather attack strength. [range: 0.0 ~ 10000.0, default: 1.0]
S:"Stymphalian Bird Feather Attack Strength"=1.0
# 1/this number chance for a stymphalian feather to turn into an item before despawning. Zero means never. [range: 0 ~ 10000, default: 25]
I:"Stymphalian Bird Feather Drop Chance"=25
# How far away stymphalian birds will consider other birds to be in the same flock. [range: 1 ~ 10000, default: 40]
I:"Stymphalian Bird Flock Length"=40
# How many blocks away can stymphalian birds spot potential prey. Note that increasing this could cause lag. [range: 1 ~ 10000, default: 64]
I:"Stymphalian Bird Target Search Length"=64
# True if stymphalian birds are allowed to target and attack animals [default: false]
B:"Stymphalian Birds Target Animals"=false
# True if stymphalian birds can drop items registered in the ore dictionary to ingotCopper, ingotBronze, nuggetCopper, nuggetBronze. [default: true]
B:"Stymphalian Birds drop ore dict items"=true
# True if tamed dragons can follow the griefing rules. [default: true]
B:"Tamed Dragon Griefing"=true
# True if tamed dragons go to sleep at night. [default: true]
B:"Tamed Dragons Sleep"=true
# Troll attack strength [range: 1.0 ~ 10000.0, default: 10.0]
S:"Troll Attack Strength"=10.0
# Maximum troll health [range: 1.0 ~ 10000.0, default: 50.0]
S:"Troll Max Health"=50.0
# A double check to see if the game can spawn trolls. Higher number = lower chance to spawn. [range: 1 ~ 10000, default: 1]
I:"Troll Spawn Check Chance"=1
# Troll spawn weight. Lower = lower chance to spawn [range: 1 ~ 10000, default: 60]
I:"Troll Spawn Weight"=60
# True if trolls are allowed to drop their weapon on death. [default: true]
B:"Trolls Drop Weapon"=true
# True to make the screen pink when sirens attract players [default: true]
B:"Use Siren Shader"=true
# Whether to use the vanilla font in the bestiary or not [default: false]
B:"Use Vanilla Font"=false
# True if villagers should run away and hide from dragons and other hostile Ice and Fire mobs. [default: true]
B:"Villagers Fear Dragons"=true
# Disable this to remove easter egg with tinkers installed. [default: true]
B:Weezer=true
# Dragons can only spawn in these dimensions' IDs
I:"Whitelisted Dragon Dimensions" <
0
>
# Misc Structures(Cyclops caves, Gorgon temples, etc) can only spawn in these dimensions' IDs
I:"Whitelisted Misc. Structure Dimensions" <
0
>
# How far apart dragon dens, cyclops caves, gorgon temples etc should spawn apart from eachother (this is kept seperate for each type: a dragon roost can still spawn next to a myrmex hive) [range: 0 ~ 2147483647, default: 150]
I:"World Gen Distance"=150
# true to use dimensional blacklist, false to use the whitelist. [default: true]
B:"use Dimension Blacklist"=true
}

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# Configuration file
compatibility {
# If fluids from other mods should show in BL buckets in the creative tab or in JEI
B:show_non_bl_fluids=true
# If true, non BL items will show in the JEI recipe for middle gems
B:show_non_bl_gem_recipes=true
}
debug {
# If true, enables debug mode with additional features for testing or development
B:debug_mode=false
# If true, enables the model loader debug logger
B:debug_model_loader=false
# If true, enables the recipe overrides debug logger
B:debug_recipe_overrides=false
# If true, mod will dump the packed model textures on startup
B:dump_packed_textures=false
}
general {
# If true, the main menu will be replaced by the Betweenlands main menu
B:bl_main_menu=false
# After how many seconds caving rope should despawn after the player is no longer connected
# Min: 0
# Max: 107374182
I:caving_rope_despawn_time=1200
# Adds an indicator next to the crosshair that shows whether the player is connected to the caving rope and how much rope is left
B:caving_rope_indicator=true
# Zone in which the decay bar is shown on the HUD.
# 0: Hotbar
# 1: Top left
# 2: Top right
# 3: Bottom right
# 4: Bottom left
# 5: Center left
# 6: Center top
# 7: Center right
# 8: Center bottom
# Min: 0
# Max: 8
I:decay_bar_zone=0
# X offset of the decay bar relative to the decay zone
I:decay_bar_zone_offset_x=0
# Y offset of the decay bar relative to the decay zone
I:decay_bar_zone_offset_y=0
# List of dimension IDs where decay should also be enabled if decay is enabled
I:decay_dimension_list <
>
# A list of items that can heal decay. Syntax is "modid:itemname:meta/decay/saturation", meta can be * for wildcard, if no meta is provided 0 is used
S:decay_food_list <
>
# Minimum player health when absolute decay is applied
# Min: 0.0
# Max: 3.4028234663852886E38
D:decay_min_health=6.0
# Minimum player health percentage when percentual decay is applied
# Min: 0.0
# Max: 3.4028234663852886E38
D:decay_min_health_percent=0.15000000596046448
# Whether the decay health reduction should be percentual
B:decay_percentage=false
# Horizontal spacing between equipment items
# Min: -32
# Max: 32
I:equipment_horziontal_spacing=8
# Change this to 1 or 0 to change on which side of the hotbar the equipment is shown
# Min: 0
# Max: 1
I:equipment_hotbar_side=0
# Vertical spacing between equipment items
# Min: -32
# Max: 32
I:equipment_vertical_spacing=-13
# Whether equipment should be shown on the HUD
B:equipment_visible=true
# Zone in which the equipment items are shown on the HUD.
# 0: Hotbar
# 1: Top left
# 2: Top right
# 3: Bottom right
# 4: Bottom left
# 5: Center left
# 6: Center top
# 7: Center right
# 8: Center bottom
# Min: 0
# Max: 8
I:equipment_zone=0
# X offset of the equipment items relative to the equipment zone
I:equipment_zone_offset_x=0
# Y offset of the equipment items relative to the equipment zone
I:equipment_zone_offset_y=0
# A list of items that should not be able to fertilize plants in the dimension. Syntax is "modid:itemname:meta", meta can be * for wildcard, if no meta is provided 0 is used
S:fertilizer_blacklist <
>
# A list of items that should be allowed to fertilize plants in the dimension. Syntax is "modid:itemname:meta", meta can be * for wildcard, if no meta is provided 0 is used
S:fertilizer_whitelist <
>
# A list of items that should not be able to create fire in the dimension. Syntax is "modid:itemname:meta", meta can be * for wildcard, if no meta is provided 0 is used
S:fire_tool_blacklist <
>
# A list of items that should be allowed to create fire in the dimension. Syntax is "modid:itemname:meta", meta can be * for wildcard, if no meta is provided 0 is used
S:fire_tool_whitelist <
>
# Whether the item usage tooltip ("Used In: Infuser, Compost Bin" etc.) should be shown
B:item_usage_tooltip=true
# A list of blocks that should not be broken by the moving walls. Syntax is "modid:blockname:meta", meta can be * for wildcard, if no meta is provided 0 is used
S:moving_wall_blacklist <
tombmanygraves:grave_block
>
# Whether the online fan art gallery picture frame should be enabled and be allowed to download fan art that has been manually picked by the developers to be shown in the gallery picture frame
B:online_gallery=true
# If true, Betweenlands recipes that conflict with any oredict'd recipes will take priority over the oredict'd recipes (should be true unless you intend to fix the recipes yourself with another mod)
B:override_any_conflicting_recipes=true
# If true, Betweenlands recipes that conflict with oredict'd vanilla recipes will take priority over the vanilla recipes (should be true unless you intend to fix the recipes yourself with another mod)
B:override_conflicting_vanilla_recipes=true
# A list of items that should not be allowed in the lurker skin pouch. Syntax is "modid:itemname:meta", meta can be * for wildcard, if no meta is provided 0 is used
S:pouch_blacklist <
>
# Whether rotten food should turn back into normal food when leaving the dimension
B:reverse_rotten_food=true
# A list of items that should turn into Rotten Food in the dimension. Syntax is "modid:itemname:meta", meta can be * for wildcard, if no meta is provided 0 is used
S:rotten_food_blacklist <
>
# A list of items that should be whitelisted from rotting in the dimension. Syntax is "modid:itemname:meta", meta can be * for wildcard, if no meta is provided 0 is used
S:rotten_food_whitelist <
>
# If true, the camera perspective will be switch to rowboat when you enter a rowboat, otherwise first-person
B:rowboat_view=true
# A list of items that should turn into Tainted Potions in the dimension. Syntax is "modid:itemname:meta", meta can be * for wildcard, if no meta is provided 0 is used
S:tainting_blacklist <
>
# A list of items that should be whitelisted from turning into Tainted Potions in the dimension. Syntax is "modid:itemname:meta", meta can be * for wildcard, if no meta is provided 0 is used
S:tainting_whitelist <
>
# A list of items that should be weakened in the dimension. Syntax is "modid:itemname:meta", meta can be * for wildcard, if no meta is provided 0 is used
S:tool_weakness_blacklist <
>
# A list of items that should not be weakened in the dimension. Syntax is "modid:itemname:meta", meta can be * for wildcard, if no meta is provided 0 is used
S:tool_weakness_whitelist <
>
# A list of items that should turn into damp torches when placed in the dimension. Syntax is "modid:itemname:meta", meta can be * for wildcard, if no meta is provided 0 is used
S:torch_blacklist <
>
# A list of items that should not turn into damp torches when placed in the dimension. Syntax is "modid:itemname:meta", meta can be * for wildcard, if no meta is provided 0 is used
S:torch_whitelist <
>
# Whether the tool corrosion mechanics should be active in the dimension
B:use_corrosion=true
# Whether the player decay mechanics should be active in the dimension
B:use_decay=true
# Whether fertilizers (e.g. Bonemeal) should be blacklisted from working in the dimension
B:use_fertilizer_blacklist=true
# Whether fire tools (e.g. Flint and Steel) should be blacklisted from working in the dimension
B:use_fire_tool_blacklist=true
# If true the food sickness system will be enabled in the Betweenlands
B:use_food_sickness=true
# If true the food sickness system will be enabled outside the Betweenlands
B:use_food_sickness_outside_betweenlands=false
# Whether potions should turn into tainted potions in the dimension
B:use_potion_blacklist=true
# Whether food from the overworld should rot when going into the dimension
B:use_rotten_food=true
# Whether overworld tools should be weakened in the dimension
B:use_tool_weakness=true
# Whether torches should turn into damp torches in the dimension
B:use_torch_blacklist=true
}
mob_spawning {
# The maximum amount of naturally spawned entities in the Betweenlands per world
# Min: 0
# Max: 2147483647
I:hard_entity_limit=600
# The maximum amount of naturally spawned entities per loaded area (in most cases this means per player)
# Min: 0
# Max: 2147483647
I:max_entities_per_loaded_area=250
}
online_event_overrides {
# Check interval in seconds
# Min: 60
# Max: 107374182
I:check_interval=1800
# Default time in seconds before an event that no longer has an override resets its state
# Min: 0
# Max: 107374182
I:default_remote_reset_time=180
# How many times a connection can fail before the '(Default) Remote Reset Time' starts counting down and how many times 'Failed Recheck Interval' is used before falling back to 'Check Interval'
# Min: 0
# Max: 2147483647
I:failed_recheck_count=3
# Recheck interval in seconds if previous check has failed
# Min: 10
# Max: 107374182
I:failed_recheck_interval=60
# If true this allows the developers to remotely enable certain environment events (such as the seasonal events for example) over a file hosted on our repository (https://raw.githubusercontent.com/Angry-Pixel/The-Betweenlands/environment_event_overrides/overrides.json). If you do not wish to use this feature it can be fully disabled by setting this to false
B:online_event_overrides_enabled=false
}
rendering {
# Whether the shaders should only be active in the Betweenlands dimension (if they are enabled)
B:dimension_shader_only=false
# Some blocks glow in the dark (eg Life Crystal Ore) which doesn't work in some cases. If you run into problems like broken textures for such blocks then set this to false
B:fullbright_blocks=true
# Shader rendering priority. Some other mods are not compatible with Betweenlands shaders (e.g. LadyLib/Dissolution) due to order conflicts. If you run into such an incompatibility try using a different priority. However rendering the shader earlier may introduce other rendering artifacts so this should be left as default if there are no conflicts.
# 0: Late (Default)
# 1: Normal
# 2: Early
# Min: 0
# Max: 2
I:shader_priority=0
# Whether clouds should be rendered in sky rifts
B:sky_rift_clouds=true
# Only works when shaders are enabled. Determines the resolution of the shader sky texture. Bigger resolutions may have a bad impact on performance
# Min: 16
# Max: 2147483647
I:sky_texture_resolution=1024
# Some features in the Betweenlands use shaders for special effects. If you don't have a dedicated graphics card or want to use other mods with shaders you should set this to false. May have an impact on performance depending on your computer. Forces FBOs to be enabled
B:use_shader=true
# Min: 0
# Max: 100
I:wisp_quality=50
}
world_and_dimension {
# If true, the Rift will appear whenever a player joins the dimension for the first time
B:activate_rift_on_first_join=true
# Minimum duration in seconds the rift should stay active when a player joins the dimension for the first time. See 'Activate Rift On First Join'
# Min: 0
# Max: 107374182
I:activate_rift_on_first_join_duration=1800
# Min: 0
# Max: 100
I:dimension_brightness=75
I:dimension_id=20
# Higher numbers decrease rate
# Min: 2
# Max: 2147483647
I:druid_circle_frequency=80
# If true seasonal events will occur during special periods during a year
B:enable_seasonal_events=true
# Whether custom portals that teleport to the End should create a Portal Tree in the End
B:generate_portal_in_end=false
# Life Crystal Chance (lower values = higher chance
# Min: 0
# Max: 2147483647
I:ore_gen_chance_life_crystal=35
# Bone ore block chance
# Min: 0
# Max: 2147483647
I:ore_gen_count_bone=11
# Limestone block chance
# Min: 0
# Max: 2147483647
I:ore_gen_count_limestone=100
# Octine ore block chance
# Min: 0
# Max: 2147483647
I:ore_gen_count_octine=6
# Scabyst block chance
# Min: 0
# Max: 2147483647
I:ore_gen_count_scabyst=6
# Sulfur ore block chance
# Min: 0
# Max: 2147483647
I:ore_gen_count_sulfur=14
# Swamp dirt block chance (caves)
# Min: 0
# Max: 2147483647
I:ore_gen_count_swamp_dirt=25
# Syrmorite ore block chance
# Min: 0
# Max: 2147483647
I:ore_gen_count_syrmorite=7
# Valonite block chance
# Min: 0
# Max: 2147483647
I:ore_gen_count_valonite=5
# The biome search range used to find a suitable biome when a portal is generated. If you find that a suitable biome isn't found reliably enough this can be increased at the cost of taking more time to generate portals
# Min: 16
# Max: 2147483647
I:portal_biome_search_range=256
# The return dimension that is used when creating a portal in the Betweenlands dimension and entering it for the first time
I:portal_default_return_dimension=0
# Custom saplings or blocks can be specified here to work with the Swamp Talisman. Syntax is "modid:blockname:meta/dim", meta can be * for wildcard, if no meta is provided 0 is used. The dimension ("dim") specifies to which dimension the portal will lead to
S:portal_dimension_targets <
>
# Betweenlands portals will only work in these dimensions
I:portal_dimension_whitelist <
0
-1
>
# The maximum link distance in blocks between two portals
I:portal_max_link_dist=1500
# A list of unsafe biomes for the portal to try avoid generating in
S:portal_unsafe_biomes <
minecraft:ocean
minecraft:river
minecraft:frozen_ocean
minecraft:frozen_river
minecraft:mushroom_island_shore
minecraft:beaches
minecraft:deep_ocean
minecraft:stone_beach
minecraft:cold_beach
>
# If true, the players will directly start out in the Betweenlands instead of the Overworld
B:start_in_betweenlands=false
# If "Start in Betweenlands" is enabled: whether a portal should be generated at the spawn and the players should spawn in it
B:start_in_portal=false
}

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