289 lines
11 KiB
INI
289 lines
11 KiB
INI
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# Configuration file
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general {
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# Allow portals only for admins (Operators). This severely reduces the range in which the mod usually scans for valid portal conditions, and it scans near ops only.
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B:adminOnlyPortals=false
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# Allow portals to the Twilight Forest to be made outside of the 'origin' dimension. May be considered an exploit.
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B:allowPortalsInOtherDimensions=false
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# Anti-Builder blacklist. (domain:block:meta) meta is optional.
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S:antibuilderBlacklist <
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minecraft:bedrock
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tombmanygraves:grave_block
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>
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# Determines if new portals should be pre-checked for safety. If enabled, portals will fail to form rather than redirect to a safe alternate destination.
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# Note that enabling this also reduces the rate at which portal formation checks are performed.
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B:checkPortalDestination=false
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# Disable Twilight Forest portal creation entirely. Provided for server operators looking to restrict action to the dimension.
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B:disablePortalCreation=false
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# Disable the uncrafting function of the uncrafting table. Provided as an option when interaction with other mods produces exploitable recipes.
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B:disableUncrafting=false
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# Should TF Compatibility load? Turn off if TF's Compatibility is causing crashes or if not desired.
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B:doCompat=true
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# Controls whether various effects from the mod are rendered while in first-person view. Turn this off if you find them distracting.
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B:firstPersonEffects=true
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# The dimension you can always travel to the Twilight Forest from, as well as the dimension you will return to. Defaults to the overworld.
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I:originDimension=0
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# Registry String IDs of items used to create the Twilight Forest Portal. (domain:regname:meta) meta is optional.
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S:portalCreationItems <
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minecraft:diamond
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>
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# Set this true if you want the lightning that zaps the portal to not set things on fire. For those who don't like fun.
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B:portalLightning=false
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# Sets the default value of the game rule controlling enforced progression.
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B:progressionRuleDefault=true
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# Rotate trophy heads on item model. Has no performance impact at all. For those who don't like fun.
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B:rotateTrophyHeadsGui=true
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# If false, the return portal will require the activation item.
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B:shouldReturnPortalBeUsable=true
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# Make cicadas silent for those having sound library problems, or otherwise finding them annoying.
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B:silentCicadas=false
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##########################################################################################################
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# dimension
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#--------------------------------------------------------------------------------------------------------#
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# Settings that are not reversible without consequences.
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##########################################################################################################
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dimension {
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# What ID number to assign to the Twilight Forest dimension. Change if you are having conflicts with another mod.
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I:dimensionID=7
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# If true, players spawning for the first time will spawn in the Twilight Forest.
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B:newPlayersSpawnInTF=false
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# If true, Twilight Forest will generate as a void except for Major Structures
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B:skylightForest=false
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# If true, giant Twilight Oaks will also spawn in void worlds
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B:skylightOaks=true
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# If set, this will override the normal world seed when generating parts of the Twilight Forest Dimension.
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S:twilightForestSeed=
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##########################################################################################################
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# worldgenweights
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#--------------------------------------------------------------------------------------------------------#
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# Weights for various small features
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##########################################################################################################
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worldgenweights {
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# Min: 0
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# Max: 2147483647
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I:druidHutWeight=10
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# Min: 0
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# Max: 2147483647
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I:fallenHollowLogWeight=10
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# Min: 0
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# Max: 2147483647
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I:fallenSmallLogWeight=10
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# Min: 0
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# Max: 2147483647
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I:foundationWeight=10
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# Min: 0
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# Max: 2147483647
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I:groveRuinsWeight=5
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# Min: 0
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# Max: 2147483647
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I:hollowStumpWeight=12
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# Min: 0
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# Max: 2147483647
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I:monolithWeight=10
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# Min: 0
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# Max: 2147483647
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I:stalagmiteWeight=12
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# Min: 0
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# Max: 2147483647
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I:stoneCircleWeight=10
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# Min: 0
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# Max: 2147483647
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I:wellWeight=10
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}
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##########################################################################################################
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# hollowhillstalactites
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#--------------------------------------------------------------------------------------------------------#
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# Defines custom stalactites generated in hollow hills.
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# Format is "modid:block<:meta> size maxLength minHeight weight", where the properties are:
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# Size - the maximum length of the stalactite relative to the space between hill floor and ceiling,
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# Max length - maximum length of a stalactite in blocks,
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# Min height - minimum space between the hill floor and the stalactite to let it generate,
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# Weight - how often it generates.
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#
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# For example: "minecraft:iron_ore 0.7 8 1 24" would add a stalactite equal to the default iron ore stalactite.
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##########################################################################################################
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hollowhillstalactites {
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# Blocks generating as stalactites in large hills only
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S:largeHill <
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>
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# Blocks generating as stalactites in medium and large hills
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S:mediumHill <
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>
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# Blocks generating as stalactites in all hills
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S:smallHill <
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>
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# If true, default stalactites and stalactites defined by other mods will not be used.
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B:useConfigOnly=false
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}
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}
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##########################################################################################################
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# performance
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#--------------------------------------------------------------------------------------------------------#
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# Lets you sacrifice various things to improve world performance.
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##########################################################################################################
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performance {
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# Amount of canopy coverage. Lower numbers improve chunk generation speed at the cost of a thinner forest.
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# Min: 0.0
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# Max: 1.7976931348623157E308
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D:canopyCoverage=1.7000000476837158
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# If the dimension has per-block skylight values. Disabling this will significantly improve world generation performance, at the cost of flat lighting everywhere.
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# WARNING: Once chunks are loaded without skylight, that data is lost and cannot easily be regenerated. Be careful!
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B:enableSkylight=true
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# Setting this true will make Twilight Glaciers generate with Packed Ice instead of regular translucent Ice, decreasing amount of light checking calculations.
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B:glacierPackedIce=false
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# This controls the opacity of leaves, changing the amount of light blocked. Can be used to decrease complexity in some lighting checks.
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# Min: 0
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# Max: 255
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I:leavesLightOpacity=1
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# Chance that a chunk in the Twilight Forest will contain a twilight oak tree. Higher numbers reduce the number of trees, increasing performance.
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# Min: 1
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# Max: 2147483647
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I:twilightOakChance=48
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}
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##########################################################################################################
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# shieldinteractions
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#--------------------------------------------------------------------------------------------------------#
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# We recommend downloading the Shield Parry mod for parrying, but these controls remain for without.
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##########################################################################################################
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shieldinteractions {
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# Set to true to parry non-Twilight projectiles.
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B:parryNonTwilightAttacks=false
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# The amount of ticks after raising a shield that makes it OK to parry an arrow.
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# Min: 0
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# Max: 2147483647
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I:shieldParryTicksArrow=40
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# Min: 0
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# Max: 2147483647
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I:shieldParryTicksBeam=10
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# The amount of ticks after raising a shield that makes it OK to parry a fireball.
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# Min: 0
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# Max: 2147483647
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I:shieldParryTicksFireball=40
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# The amount of ticks after raising a shield that makes it OK to parry a thrown item.
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# Min: 0
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# Max: 2147483647
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I:shieldParryTicksThrowable=40
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}
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##########################################################################################################
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# loadingscreen
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#--------------------------------------------------------------------------------------------------------#
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# Client only: Controls for the Loading screen
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##########################################################################################################
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loadingscreen {
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# How many ticks between each loading screen change. Set to 0 to not cycle at all.
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# Min: 0
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# Max: 2147483647
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I:cycleLoadingScreenFrequency=0
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# Wobble the Loading icon. Has no performance impact at all. For those who don't like fun.
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B:enable=true
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# Frequency of wobble and bounce.
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# Min: 0.0
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# Max: 1.7976931348623157E308
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D:frequency=5.0
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# List of items to be used for the wobbling Loading Icon. (domain:item:meta) meta is optional.
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S:loadingIconStacks <
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twilightforest:experiment_115
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twilightforest:magic_map
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twilightforest:charm_of_life_2
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twilightforest:charm_of_keeping_3
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twilightforest:phantom_helmet
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twilightforest:lamp_of_cinders
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twilightforest:carminite
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twilightforest:block_and_chain
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twilightforest:yeti_helmet
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twilightforest:hydra_chop
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twilightforest:magic_beans
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twilightforest:ironwood_raw
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twilightforest:naga_scale
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twilightforest:experiment_115:2
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twilightforest:miniature_structure
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twilightforest:miniature_structure:6
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twilightforest:knightmetal_block
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twilightforest:tower_device:10
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twilightforest:twilight_sapling:5
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twilightforest:twilight_sapling:6
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twilightforest:twilight_sapling:7
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twilightforest:twilight_sapling:8
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twilightforest:twilight_sapling:9
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twilightforest:borer_essence
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>
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# Scale of whole bouncy loading icon.
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# Min: 0.0
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# Max: 1.7976931348623157E308
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D:scale=3.0
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# How much the loading icon bounces.
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# Min: 0.0
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# Max: 1.7976931348623157E308
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D:scaleDeviation=5.25
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# Pushback value to re-center the wobble of loading icon.
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# Min: 0.0
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# Max: 360.0
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D:tiltConstant=22.5
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# How far the loading icon wobbles.
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# Min: 0.0
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# Max: 360.0
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D:tiltRange=11.25
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}
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}
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