SKS-MC-Intermission/.minecraft/config/twilightforest.cfg

289 lines
11 KiB
INI

# 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
}
}