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