28 Commits
Author SHA1 Message Date
sugoidogo b00e5481ef aoca v1.4
/ release (push) Successful in 1m30s
2026-05-05 21:38:46 -07:00
sugoidogo 00bfe62b41 add dcintegration
/ release (push) Successful in 1m22s
2026-04-30 22:53:37 -07:00
sugoidogo 2ffc80b539 add default server
/ release (push) Successful in 1m21s
2026-04-30 22:43:31 -07:00
sugoidogo dbb2871cab remove crash assistant
/ release (push) Successful in 1m26s
2026-04-30 22:19:00 -07:00
sugoidogo 6221d993e6 add liteminer
/ release (push) Successful in 1m21s
2026-04-30 21:07:51 -07:00
sugoidogo 9c047fc8b4 remove server browser
/ release (push) Successful in 1m28s
2026-04-30 20:54:25 -07:00
sugoidogo 146a3f63d0 remove ads
/ release (push) Successful in 1m18s
2026-04-30 20:44:49 -07:00
sugoidogo 230fa89470 add despawn tweaks to client side
/ release (push) Successful in 1m23s
2026-04-30 20:34:36 -07:00
sugoidogo a5d7105c4c add create cafe to client side
/ release (push) Successful in 1m22s
2026-04-30 20:28:30 -07:00
sugoidogo 33114e6f52 fix prelaunch command
/ release (push) Successful in 1m25s
2026-04-30 17:07:56 -07:00
sugoidogo f907cd99d5 add modflared
/ release (push) Successful in 1m31s
2026-04-30 16:48:33 -07:00
sugoidogo d3fdaa1eca remove controlify from server side
/ release (push) Successful in 1m26s
2026-04-30 11:24:32 -07:00
sugoidogo 80f84604e6 update name 2026-04-30 00:53:58 -07:00
sugoidogo 0642c4d7a8 add missing field
/ release (push) Successful in 1m49s
2026-04-30 00:47:27 -07:00
sugoidogo 5a9b9a89fa fix wrangler config, update pack.toml
/ release (push) Failing after 46s
2026-04-30 00:45:02 -07:00
sugoidogo 7060747e24 fix workflow
/ release (push) Failing after 44s
2026-04-30 00:42:23 -07:00
sugoidogo 092a884ce2 intiial release
/ release (push) Failing after 46s
2026-04-30 00:39:48 -07:00
sugoidogo 0647a2fa36 fix PreLaunchCommand 2026-04-29 22:43:00 -07:00
sugoidogo 7b9a1662c4 ignore .env files 2026-04-29 22:39:34 -07:00
sugoidogo f02346505f fix cwd 2026-04-29 13:05:57 -07:00
sugoidogo 72bf6199a4 fix everything 2026-04-29 13:01:17 -07:00
sugoidogo 676369f37f update pack version from git tag 2025-12-20 08:47:31 -08:00
sugoidogo ac21aeb62e restore actions functionality 2025-12-20 08:40:37 -08:00
sugoidogo a61701b439 refactor for new hosting 2025-12-20 08:12:10 -08:00
sugoidogoandGitHub 57fe5d5070 Update README 2025-10-23 13:19:25 -07:00
sugoidogoandGitHub 9295b98397 switch to using system java installation 2025-10-23 13:17:56 -07:00
SugoiDogoandGitHub d2c49f1a6b Revise README for modrinth export and mod handling
Updated instructions for modrinth export and clarified mod addition process.
2025-10-23 11:07:25 -07:00
josephsmendoza 8d81df404e update readme 2025-04-30 18:21:51 -07:00
1785 changed files with 242484 additions and 257 deletions
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on:
push:
tags:
- "*"
jobs:
release:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v5
with:
fetch-depth: 0
- run: |
mkdir bin
cd bin
curl -L https://gitea.sugoidogo.com/sugoidogo/packwiz/releases/download/latest/packwiz_snapshot_linux_arm64.tar.gz | tar -xzvf - packwiz
chmod +x packwiz
echo "$PWD" >> "$GITHUB_PATH"
- working-directory: ./packwiz
run: packwiz refresh --build
- working-directory: ./packwiz
run: sed -i "s/version = \"0.0.0\"/version = \"$(git describe --tags --abbrev=0 HEAD)\"/g" pack.toml
- run: for var in $(grep = pack.toml | tr -d ' "'); do echo $var; done >> $GITHUB_ENV
working-directory: ./packwiz
- working-directory: ./packwiz
run: |
packwiz modrinth export
mv *.mrpack ../${{ env.name }}.mrpack
- working-directory: ./packwiz
run: |
packwiz curseforge export
mv *.zip ../${{ env.name }}-curseforge.zip
- run: npm install
- run: npx wrangler deploy
env:
CLOUDFLARE_API_TOKEN: ${{ secrets.CLOUDFLARE_API_TOKEN }}
- uses: actions/setup-java@v5
with:
distribution: 'temurin'
java-version: '21'
- working-directory: ./prism
run: |
mkdir minecraft
cd minecraft
wget https://gitea.sugoidogo.com/sugoidogo/packwiz-installer-bootstrap/releases/download/latest/packwiz-installer-bootstrap-all.jar
java -jar packwiz-installer-bootstrap-all.jar -g ../../packwiz/pack.toml
- uses: montudor/action-zip@v1
with:
args: zip -r ${{ env.name }}-prism.zip prism
- run: git log $(git describe --tags --abbrev=0 HEAD~1)..HEAD --oneline > changelog.txt
- uses: softprops/action-gh-release@v2
with:
make_latest: true
body_path: changelog.txt
files: |
${{ env.name }}.mrpack
${{ env.name }}-curseforge.zip
${{ env.name }}-prism.zip
- if: ${{ env.MODRINTH_TOKEN && env.MODRINTH_ID }}
run: |
if [[ ! -z "${{ env.forge }} "]]; then echo "LOADER=forge" >> $GITHUB_ENV
if [[ ! -z "${{ env.fabric }} "]]; then echo "LOADER=fabric" >> $GITHUB_ENV
if [[ ! -z "${{ env.neoforge }} "]]; then echo "LOADER=neoforge" >> $GITHUB_ENV
if [[ ! -z "${{ env.quilt }} "]]; then echo "LOADER=quilt" >> $GITHUB_ENV
- if: ${{ env.MODRINTH_TOKEN && env.MODRINTH_ID }}
uses: cloudnode-pro/modrinth-publish@v2
with:
project: ${{ env.MODRINTH_ID }}
loaders: ${{ env.LOADER }}
token: ${{ env.MODRINTH_TOKEN }}
version: ${{ env.version }}
files: ${{ env.name }}.mrpack
- if: ${{ env.CURSEFORGE_TOKEN && env.CURSEFORGE_ID }}
uses: itsmeow/curseforge-upload@v3
with:
project_id: ${{ env.CURSEFORGE_ID }}
token: ${{ env.CURSEFORGE_TOKEN }}
game_endpoint: 'minecraft'
file_path: ${{ env.name }}-curseforge.zip
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name: Packwiz Automated Release
on:
push:
branches: ["main"]
workflow_dispatch:
permissions:
contents: write
pages: write
id-token: write
concurrency:
group: "pages"
cancel-in-progress: false
env:
CURSEFORGE_TOKEN: ${{ secrets.CURSEFORGE_TOKEN }}
MODRINTH_TOKEN: ${{ secrets.MODRITH_TOKEN }}
jobs:
release-notes:
name: Publish release notes
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Export pack variables
working-directory: ./packwiz
run: for var in $(grep = pack.toml | tr -d ' "'); do echo $var; done >> $GITHUB_ENV
- name: Generate Release Notes
id: create-release-notes
uses: johnyherangi/create-release-notes@main
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with:
format: "- {{subject}}"
- name: Create Release
continue-on-error: true
id: release
uses: comnoco/create-release-action@v2
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with:
tag_name: ${{ env.version }}
release_name: ${{ env.version }}
body: ${{ steps.create-release-notes.outputs.release-notes }}
outputs:
update: ${{ steps.release.outcome == 'success' }}
publish-pages:
if: ${{ needs.release-notes.outputs.update == 'true' }}
name: Publish update to Github Pages
needs: release-notes
environment:
name: github-pages
url: ${{ steps.deployment.outputs.page_url }}
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Download Packwiz
working-directory: ./packwiz
run: curl -L https://github.com/sugoidogo/packwiz/releases/latest/download/packwiz_linux_amd64.tar.gz | tar -xzvf - packwiz
- name: Refresh Hashes
working-directory: ./packwiz
run: ./packwiz refresh
- name: Setup Pages
uses: actions/configure-pages@v5
- name: Upload artifact
uses: actions/upload-pages-artifact@v3
with:
path: '.'
- name: Deploy to GitHub Pages
id: deployment
uses: actions/deploy-pages@v4
release-modrinth:
if: ${{ needs.release-notes.outputs.update == 'true' }}
name: Publish Modrinth pack
needs: release-notes
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Export pack variables
working-directory: ./packwiz
run: for var in $(grep = pack.toml | tr -d ' "'); do echo $var; done >> $GITHUB_ENV
- name: Download Packwiz
working-directory: ./packwiz
run: curl -L https://github.com/sugoidogo/packwiz/releases/latest/download/packwiz_linux_amd64.tar.gz | tar -xzvf - packwiz
- name: Build Modrinth Pack
working-directory: ./packwiz
run: |
./packwiz modrinth export
mv ${{ env.name }}*.mrpack ../${{ env.name }}.mrpack
- name: Publish Modrinth pack
uses: svenstaro/upload-release-action@v2
with:
file: ${{ env.name }}.mrpack
overwrite: true
tag: ${{ env.version }}
- name: Export loader type
if: ${{ env.MODRINTH_TOKEN && env.MODRINTH_ID }}
run: |
if [[ ! -z "${{ env.forge }} "]]; then echo "LOADER=forge" >> $GITHUB_ENV
if [[ ! -z "${{ env.fabric }} "]]; then echo "LOADER=fabric" >> $GITHUB_ENV
if [[ ! -z "${{ env.neoforge }} "]]; then echo "LOADER=neoforge" >> $GITHUB_ENV
if [[ ! -z "${{ env.quilt }} "]]; then echo "LOADER=quilt" >> $GITHUB_ENV
- name: Publish to Modrinth
if: ${{ env.MODRINTH_TOKEN && env.MODRINTH_ID }}
uses: cloudnode-pro/modrinth-publish@v2
with:
project: ${{ env.MODRINTH_ID }}
loaders: ${{ env.LOADER }}
token: ${{ env.MODRINTH_TOKEN }}
version: ${{ env.version }}
files: ${{ env.name }}.mrpack
release-curseforge:
if: ${{ needs.release-notes.outputs.update == 'true' }}
name: Publish Curseforge pack
needs: release-notes
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Export pack variables
working-directory: ./packwiz
run: for var in $(grep = pack.toml | tr -d ' "'); do echo $var; done >> $GITHUB_ENV
- name: Download Packwiz
working-directory: ./packwiz
run: curl -L https://github.com/sugoidogo/packwiz/releases/latest/download/packwiz_linux_amd64.tar.gz | tar -xzvf - packwiz
- name: Convert Curseforge Files
continue-on-error: true
working-directory: ./packwiz
run: ./packwiz curseforge detect
- name: Build Curseforge Pack
working-directory: ./packwiz
run: |
mkdir -p mods
./packwiz curseforge export
mv ${{ env.name }}*.zip ../${{ env.name }}-curseforge.zip
- name: Publush Curseforge pack
uses: svenstaro/upload-release-action@v2
with:
file: ${{ env.name }}-curseforge.zip
overwrite: true
tag: ${{ env.version }}
- name: Publish to Curseforge
if: ${{ env.CURSEFORGE_TOKEN && env.CURSEFORGE_ID }}
uses: itsmeow/curseforge-upload@v3
with:
project_id: ${{ env.CURSEFORGE_ID }}
token: ${{ env.CURSEFORGE_TOKEN }}
game_endpoint: 'minecraft'
file_path: ${{ env.name }}-curseforge.zip
release-prism:
if: ${{ needs.release-notes.outputs.update == 'true' }}
name: Publish Prism pack
needs: release-notes
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Export pack variables
working-directory: ./packwiz
run: for var in $(grep = pack.toml | tr -d ' "'); do echo $var; done >> $GITHUB_ENV
- name: Download Packwiz
working-directory: ./packwiz
run: curl -L https://github.com/sugoidogo/packwiz/releases/latest/download/packwiz_linux_amd64.tar.gz | tar -xzvf - packwiz
- name: Build Prism pack
run: |
cd packwiz
./packwiz serve &
cd ..
mkdir -p prism/minecraft
cd prism/minecraft
wget https://github.com/packwiz/packwiz-installer-bootstrap/releases/latest/download/packwiz-installer-bootstrap.jar
java -jar packwiz-installer-bootstrap.jar -g http://localhost:8080/pack.toml
cd ..
zip -r ../${{ env.name }}-prism.zip *
- name: Release Prism pack
uses: svenstaro/upload-release-action@v2
with:
file: ${{ env.name }}-prism.zip
overwrite: true
tag: ${{ env.version }}
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# including these files would overwrite user changes every update
# use a defaults mod instead
/packwiz/config.txt
/packwiz/servers.dat
assets/minecraft/config.txt
assets/minecraft/servers.dat
# it may be convienient to put the packwiz program here,
# but it is not part of the pack
/packwiz/packwiz.exe
/packwiz/packwiz
assets/packwiz.exe
assets/packwiz
# exclude packwiz exports
/packwiz/*.zip
/packwiz/*.mrpack
assets/*.zip
assets/*.mrpack
# exclude wrangler/ci files
node_modules
.wrangler
.env
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# Packwiz Modpack with Github Actions
This repo is a template for creating a [packwiz](https://packwiz.infra.link/) modpack with an auto-updating [prism launcher](https://prismlauncher.org/) modpack using Github Actions to push updates to Github Pages and Releases.
# Packwiz Modpack with Gitea Actions / Cloudflare Pages
This repo is a template for creating a [packwiz](https://packwiz.infra.link/) modpack with an auto-updating [prism launcher](https://prismlauncher.org/) modpack using Gitea Actions to push updates to Cloudflare Pages and Gitea Releases.
It can also publish updates to Curseforge and/or Modrinth, provided a token and project ID.
## Usage
0. Clone/Fork/Download this template onto your pc
1. Enter the packwiz folder and edit the `pack.toml` or run `packwiz init -r`
2. Enter the prism folder and edit the `instance.cfg`, specifically the `name` and `PreLaunchCommand` variables
3. Replace or remove `modpack.png` and update or remove the `iconKey` in `instance.cfg` accordingly
4. Replace this `README.md` and the `LICENSE.md` files as appropriate for your modpack
5. Use `packwiz` to add mods to your pack in the `packwiz` folder
6. Commit and push to GitHub.
7. (optional) In your repo settings on GitHub, under the Pages environment, add the `MODRINTH_TOKEN` and `MODRINTH_ID` and/or `CURSEFORGE_TOKEN` and `CURSEFORGE_ID` to enable automated releases on the respective site.
1. Enter the assets folder and edit the `pack.toml` or run `packwiz init -r`
2. Edit the `instance.cfg`, specifically the `name` and `PreLaunchCommand` variables
3. Create a new instance in Prism Launcher with your desired Minecraft and modloader versions, and copy the `mmc-pack.json` file from that instance into the `assets` folder
4. Replace or remove `modpack.png` and update or remove the `iconKey` in `instance.cfg` accordingly
5. Replace this `README.md` and the `LICENSE.md` files as appropriate for your modpack
6. Use `packwiz` to add mods to your pack in the `packwiz` folder
7. Test modrith export: `packwiz modrinth export`. If it fails with notification about manual downloads, you'll need to add those mods from Modrinth instead of Curseforge. If they are not availible on Modrith, do not add the jar files to the mods folder or add them via direct download url instead, as this would violate the licence terms of those mods.
8. Commit and push to Gitea.
9. (optional) In your repo settings on Gitea, add the `MODRINTH_TOKEN` and `MODRINTH_ID` and/or `CURSEFORGE_TOKEN` and `CURSEFORGE_ID` action runner secrets to enable automated releases on the respective site.
Releases and release notes are automatically generated from your `pack.toml` and commit messages. To create a new release, simply increment the `version` value in `pack.toml`, commit, and push.
Release notes are automatically generated from your commit messages. To kick off a new release, push a new git tag. Leave the pack version at "0.0.0" to have it auto-updated from the git tag.
Note that the prism pack requires a system installation of java version 21 or higher for the packwiz updater.
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{
"devDependencies": {
"wrangler": "^4.56.0"
}
}
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2026-01-25 11:40:06 [ERROR] config\CSC\config.toml (The system cannot find the file specified)
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GuardTime=56032
CheatCount=0
CheckCount=2
ProblemCount=0
File diff suppressed because it is too large Load Diff
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# #----------------------------------------------------------------------
# Welcome to CSC! CSC (formerly Create:SchematicChecker | Create: Schematic Validator)
# is a blueprint scanning mod specifically designed for Create and all its addons. It helps prevent any known potential or malicious exploits.
# These exploits include, but are not limited to: item duplication, server lag or crashes, unauthorized access to creative items, and even server control takeover.
# Triggering these issues only requires uploading a blueprint with modified parameters, making server disruption extremely easy. With a schematic cannon, anyone can freely
# damage the server at minimal cost and in very little time.
# This mod was specifically designed to solve these issues and permanently fix blueprint vulnerabilities in Create!
# CSC allows users to customize blacklist tags and blocks, define exclusion rules, and configure detailed validation behavior for schematics.
# Thanks to the universal nature of schematics, CSC can scan and validate content from Create and all its related mods!
# If users opt in, CSC can even connect online to automatically sync rule updates to the local server. Whenever the CSC team discovers a new exploit,
# the configuration file will be updated automatically, allowing potential threats to be removed without restarting the server.
# Choose a language you want to use zh_cn / zh_tw / ja_jp / en_us
Language = "en_us"
UUID = "45c76641-35b2-4bed-b28f-3b5181a689b7"
[core]
# #----------------------------------------------------------------------
# Enable CSC (Create:Schematic Checker) or not
Enable = true
# #----------------------------------------------------------------------
# The time if checker is timeout!
DelayTime = 10
# #----------------------------------------------------------------------
# Whether to enable whitelist mode. Recommended to enable, as it can directly eliminate blueprint vulnerabilities caused by unfamiliar mods
WhiteListModEnable = true
# #----------------------------------------------------------------------
# Only mods listed here will be allowed to retain NBT. Enter the modid (e.g., for minecraft:dirt, enter minecraft)
WhiteListModList = [
"create",
"minecraft",
"createdieselgenerators",
"createrailwaysnavigator",
"createaddition",
"railways",
"copycats",
"createsifter",
"computercraft",
"yuushya" ]
# #----------------------------------------------------------------------
# The Block or Item you don't want to emerge in Schematic
# Any block will clear if remove method failed!
BanBlock = [
"create:creative_crate",
"create:creative_fluid_tank",
"create_integrated_farming:chicken_roost",
"create:creative_motor",
"create:creative_blaze_cake",
"create:handheld_worldshaper",
"minecraft:spawner",
"twilightforest:giant_obsidian",
"twilightforest:giant_leaves",
"twilightforest:giant_log",
"twilightforest:giant_cobblestone",
"twilightforest:huge_lily_pad",
"ae2:creative_item_cell",
"ae2:creative_fluid_cell",
"ae2:creative_energy_cell",
"appmek:creative_chemical_cell",
"vs_clockwork:creative_gravitron",
"createbigcannons:creative_autocannon_ammo_container",
"createaddition:creative_energy",
"create_connected:creative_fluid_vessel",
"destroy:creative_pump",
"immersiveengineering:capacitor_creative",
"mekanism:creative_bin",
"mekanism:creative_fluid_tank",
"mekanism:creative_energy_cube",
"mekanism:creative_chemical_tank",
"numismatics:creative_vendor",
"mekanism_extras:upgrade_creative",
"the_vmod:physgun",
"the_vmod:toolgun",
"Item.of('tacz:ammo_box', '{Creative:1b}')",
"Item.of('tacz:ammo_box', '{AllTypeCreative:1b}')",
"minecraft:command_block",
"quark:grate",
"minecraft:kelp" ]
# #----------------------------------------------------------------------
# BanTag. If any block has tag in this list will be cleared!
BanTag = [
"AttributeModifiers",
"run_command",
"using_converts_to",
"bundle_contents",
"minecraft:container",
"minecraft:attribute_modifiers" ]
# #----------------------------------------------------------------------
# Whether to remove entities. When set to true, entities inside the schematic will be cleared, except those listed in the whitelist.
# Enabling this feature can prevent all potential entity NBT duplication exploits, and also block armor stands from obtaining creative items.
# It is recommended to enable this feature!
KillEntity = true
# #----------------------------------------------------------------------
# When the KillEntity feature is set to false, this feature will be enabled. Any entity listed here will be removed from the schematic.
# However, entities in the whitelist cannot be removed, so do not use the same ID in both lists.
BanEntity = [
"minecraft:armor_stand",
"create:crafting_blueprint" ]
# #----------------------------------------------------------------------
# Entities in the whitelist. They must not conflict with the blacklist. Once added, these entities will be preserved when the KillEntity feature is enabled.
# Note: Only the entities listed below will be validated by the algorithm. Other entities will retain their NBT data using default matching.
# Matchable item: Super Glue.
whitelistEntity = [
"create:super_glue" ]
[debug]
# #----------------------------------------------------------------------
# Whether to output the list of detected blueprint items in the chat. This may flood the chat, but it shows block statistics within the blueprint.
DebugTotalBlock = true
# #----------------------------------------------------------------------
# Whether to broadcast cheaters and cheating blueprints when CSC detects a cheating blueprint
DebugCheatFind = true
# #----------------------------------------------------------------------
# Whether to allow CSC to back up blueprints. This feature will back up the blueprint file after each upload, named by timestamp/player.
# This feature is highly recommended! When new exploits are discovered, it allows scanning historical uploads to trace back past activity.
# This feature will consume some storage space, as each uploaded blueprint will be saved.
EnableBackup = true
# #----------------------------------------------------------------------
# enable debug mod
problem = false
[function]
# #----------------------------------------------------------------------
# Whether to check the integrity of belts in the blueprint. If incomplete, the blueprint will be considered vulnerable, as belts spanning thousands of blocks can lag the server.
# It may also cause chunk data to include belt entities, increasing bandwidth usage. Additionally, incomplete belts can duplicate shafts and belts.
checkBelt = true
# #----------------------------------------------------------------------
# When incomplete belts are detected, whether to remove them instead of blocking the entire blueprint.
# This feature is still in Beta. It allows the blueprint to be printed normally, but incomplete belts will not be printed.
TryRemoveBeltNotKill = true
# #----------------------------------------------------------------------
# Maximum allowed number of mismatched conveyor belts. If the number of conveyor belts with mismatched checksums in the schematic exceeds this threshold, the schematic will be deemed a cheat schematic
# If the number of mismatches in the schematic is less than this value, the problematic conveyor belts will be removed
maxBeltCheatLimit = 10
# #----------------------------------------------------------------------
# Maximum allowed length of chain drive wheels (default is 32 in Create). If there are chain drive wheels in the schematic exceeding this distance, the schematic will be deemed a cheat schematic
# If the length of chain drive wheels is less than this threshold, only the problematic drive wheels will be removed
maxConveyorCheatDistanceLimit = 50
# #----------------------------------------------------------------------
# Maximum allowed number of mismatched drive wheels. If the number of drive wheels with mismatched checksums in the schematic exceeds this threshold, the schematic will be deemed a cheat schematic
# If the number of checksum mismatches is less than this value, the schematic will only remove the problematic drive wheels
maxConveyorCheatLimit = 10
# #----------------------------------------------------------------------
# Conveyor's max degree, Can't get more than 45degree in Create. Only change nbt can.
maxConveyorAllowDegree = 45
# #----------------------------------------------------------------------
# When a fluid tank controller/tank count mismatch is detected, remove mismatched fluid tanks instead of blocking the entire blueprint.
# If disabled, fluid tank mismatch keeps the original behavior: mark as cheat and block upload.
TryRemoveFluidTankNotKill = true
[online]
# #----------------------------------------------------------------------
# Whether to enable cloud-based automatic update synchronization. Note: This feature requires an internet connection!
# After enabling this feature, CSC will automatically synchronize the latest vulnerability exclusion rules from the cloud
# However, if abnormal schematics or unreadable schematics are detected, CSC will upload these schematics to the cloud to enhance cloud rules
# Since cloud checks require schematic samples for continuous updates, the uploaded schematics will only be used for vulnerability detection and no other purposes
# Enabling this feature will collect partial schematic data. Therefore, using this feature means you allow CSC to use your schematics for rule enhancement!
enableAutoUpdate = false
# #----------------------------------------------------------------------
# Whether to enable user-configured rules. When enabled, the user's additional configuration file will be used as rules to process schematics
# ID is for the exclusion of entity blocks, used as a supplement when the banblock function fails to completely exclude targets
# Each object requires two elements: the item's ID and its position. You can query this using the NBTExplorer software
# By default, paths are separated by dots (.). If encountering a list, you need to add a $ before the list tag to assist in identification
# Operate is for NBT exclusion, used to manipulate the NBT structure of any block with a high degree of flexibility
# Limit: When setting Limit, you can specify the upper and lower bounds of a variable. The format required is operate.limit$VariableName$LowerBound$UpperBound
# Clear: When set to Clear, the corresponding NBT will be removed. The format required is operate.clear$VariableName
# Replace: When set to Replace, the corresponding NBT tag will be replaced (only strings can be replaced). The format required is operate.replace$VariableName$Result
enableManualConfig = false
# #----------------------------------------------------------------------
# Enable automatic update reminders. When set to true, if CSC has vulnerabilities that require a version update to fix, a reminder will be sent
UpdateInfo = true
# #----------------------------------------------------------------------
# Whether to upload uncheck schematics. Default is true, this can help many people and CSC!
report = true
[debug.debug]
@@ -0,0 +1,9 @@
{
"id": [
["create:belt", "nbt.items.items"]
],
"operate": [
["create:fluid_tank", "nbt.Luminosity", "operate.limit$Luminosity$0$4"],
["start:test", "stop", "operate.clear$restart"]
]
}
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{
"id": [
["minecraft:item", "path.path.$list"]
],
"operate": [
["create:dirt", "path.path.$list,para", "operate.limit$para$0$4"],
["create:item", "path.path.para", "operate.clear$para"]
]
}
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#General mod settings
[general]
#logging
useLoggingLog = true
#-
useLoggingDebug = false
#-
useLoggingError = true
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@@ -0,0 +1,6 @@
This modpack is made by Luna Pixel Studios.
Redistribution of it is prohibited.
Copyright 2023 (C) Luna Pixel Studios - All Rights Reserved
K5_;%Tn0e~8MV(M
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@@ -0,0 +1,8 @@
RMBTweak=1
LMBTweakWithItem=1
LMBTweakWithoutItem=1
WheelTweak=1
WheelSearchOrder=1
WheelScrollDirection=0
ScrollItemScaling=0
Debug=0
@@ -0,0 +1,20 @@
{
"defaultSigningMode": "PROMPT",
"enableMod": true,
"showNCRButton": false,
"showReloadButton": false,
"verifiedIconEnabled": false,
"showServerSafety": false,
"hideInsecureMessageIndicators": true,
"hideModifiedMessageIndicators": true,
"hideSystemMessageIndicators": true,
"hideWarningToast": true,
"hideSigningRequestMessage": false,
"alwaysHideReportButton": false,
"skipRealmsWarning": false,
"disableTelemetry": true,
"removeTelemetryButton": true,
"demandOnServer": false,
"verifiedIconOffsetX": 0,
"verifiedIconOffsetY": 0
}
@@ -0,0 +1,7 @@
{
"demandOnClientMessage": "You do not have No Chat Reports, and this server is configured to require it on client!",
"demandOnClient": false,
"convertToGameMessage": true,
"addQueryData": true,
"enableDebugLog": false
}
@@ -0,0 +1,28 @@
{
"skipWarning": false,
"enableEncryption": false,
"encryptPublic": true,
"showEncryptionButton": true,
"showEncryptionIndicators": true,
"encryptionKey": "blfrngArk3chG6wzncOZ5A\u003d\u003d",
"encryptionPassphrase": "",
"algorithmName": "AES/CFB8+Base64",
"encryptableCommands": [
"msg:1",
"w:1",
"whisper:1",
"tell:1",
"r:0",
"dm:1",
"me:0",
"m:1",
"t:1",
"pm:1",
"emsg:1",
"epm:1",
"etell:1",
"ewhisper:1",
"message:1",
"reply:0"
]
}
@@ -0,0 +1,3 @@
{
"signingModes": {}
}
+3
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@@ -0,0 +1,3 @@
# No Chat Reports
You can find updated documentation of configuration files on the wiki:
https://github.com/Aizistral-Studios/No-Chat-Reports/wiki/Configuration-Files
+15
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[general]
#How many ship blocks one aero claim covers. Example: 100 means 1 claim = 100 block limit.
# Default: 250
# Range: > 1
blocksPerClaim = 250
#If true, the claim will be deactivated when a refresh finds the ship exceeds its block limit. Default: false.
deactivateOnOverflow = false
#Additional blocks of protection margin around claimed blocks. 0 = no margin, 1 = 1 block buffer, etc. Default: 0.
# Default: 0
# Range: 0 ~ 100
claimMarginBlocks = 0
#If true, explosions cannot destroy or damage blocks inside active claims. Default: true.
explosionProtection = true
#If true, Create drills and saws can only break claimed blocks if placed by a player with permission. Default: true.
kineticBlockProtection = true
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#.
#Parameters related to the physics of Aeronautics blocks
[physics]
#.
#.
#The recoil magnitude used whenever the Mounted Potato Cannon shoots
# Default: 0.20000000298023224
# Range: 0.0 ~ 3.4028234663852886E38
recoil_magnitude = 0.20000000298023224
#.
#Thrust scaling for Propeller Bearings
# Default: 0.20000000298023224
# Range: 0.0 ~ 3.4028234663852886E38
propellerBearingThrust = 0.20000000298023224
#.
#Airflow scaling for Propeller Bearings
# Default: 0.05000000074505806
# Range: 0.0 ~ 3.4028234663852886E38
propellerBearingAirflow = 0.05000000074505806
#.
#Thrust scaling for Wooden Propellers
# Default: 1.0
# Range: 0.0 ~ 3.4028234663852886E38
woodenPropellerThrust = 1.0
#.
#Airflow scaling for Wooden Propellers
# Default: 0.10000000149011612
# Range: 0.0 ~ 3.4028234663852886E38
woodenPropellerAirflow = 0.10000000149011612
#.
#Thrust scaling for Andesite Propellers
# Default: 1.0
# Range: 0.0 ~ 3.4028234663852886E38
andesitePropellerThrust = 1.0
#.
#Airflow scaling for Andesite Propellers
# Default: 0.10000000149011612
# Range: 0.0 ~ 3.4028234663852886E38
andesitePropellerAirflow = 0.10000000149011612
#.
#Thrust scaling for Smart Propellers
# Default: 1.0
# Range: 0.0 ~ 3.4028234663852886E38
smartPropellerThrust = 1.0
#.
#Airflow scaling for Smart Propellers
# Default: 0.10000000149011612
# Range: 0.0 ~ 3.4028234663852886E38
smartPropellerAirflow = 0.10000000149011612
#.
#kpg lifted per cubic meter of Hot Air
# Default: 1.5
# Range: 0.0 ~ 3.4028234663852886E38
hotAirStrength = 1.5
#.
#kpg lifted per cubic meter of Steam
# Default: 1.5
# Range: 0.0 ~ 3.4028234663852886E38
steamStrength = 1.5
#.
#Parameters and abilities of Aeronautics Blocks
[blocks]
#.
#.
#If Levitite Blend should break adjacent blocks with the appropriate tag
break_blocks_on_levitite_crystallize = true
#.
#The maximum hot air a Hot Air Burner can output
# Default: 500
# Range: > -2147483648
hot_air_burner_max = 500
#.
#The maximum distance a Hot Air Burner is allowed to search to find a balloon
# Default: 80
# Range: > -2147483648
hot_air_burner_max_range = 80
#.
#The maximum steam a Steam Vent can output
# Default: 5000
# Range: > 0
steam_vent_hot_air_amount = 5000
#.
#The maximum distance a Steam Vent is allowed to search to find a balloon
# Default: 80
# Range: > -2147483648
steam_vent_max_range = 80
#.
#Parameters and abilities of Aeronautics's kinetic mechanisms
[kinetics]
#.
#.
#Fine tune the kinetic stats of individual components
[kinetics.stressValues.v2]
#.
#.
#[in Stress Units]
#Configure the individual stress impact of mechanical blocks. Note that this cost is doubled for every speed increase it receives.
[kinetics.stressValues.v2.impact]
smart_propeller = 4.0
gyroscopic_propeller_bearing = 2.0
mounted_potato_cannon = 2.0
propeller_bearing = 2.0
andesite_propeller = 4.0
wooden_propeller = 4.0
+14
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{
"ingredientDedupe": false,
"debugItemStackModifications": false,
"version": 1,
"debugNativeImage": false,
"disableSearchTree": false,
"logIntervalInMinutes": 10,
"showSummaryOnDebugScreen": true,
"memoryUsageWarningPercentage": 90,
"debugChunkLoading": false,
"debugThreadsStuck": true,
"disableEternalStarlightProgress": false,
"skipTickingUnloadedFluxNetworks": false
}
+124
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[general]
tooltip_hints = true
custom_configured_screen = true
[lily_pad]
#set to 0 tho have lilypads at the same exact position as vanilla.negative numbers will place them in their own blockspace right below avoiding any clipping.best of both worlds at default as its barely within its space
# Default: -0.016625
# Range: -1.0 ~ 1.0
y_offset = -0.016625
[bell]
#Visually attach chains and ropes to bells
chain_attachment = true
[brewing_stand]
#Colors the brewing stand potion texture depending on the potions it's brewing.
#If using a resource pack add tint index from 0 to 3 to the 3 potion layers
brewing_stand_colors = true
[arrows]
#Makes tipped arrows show their colors when loaded with a crossbow
crossbows_colors = true
[tripwire_hook]
#Makes hooks render faster using a block model instead of tile renderer. Cost is that animated and enchanted items will appear static
fast_hooks = false
[hanging_sign]
#Scale of items on hanging signs (unit is in pixel they would occupy). Set to 8 to better match the pixels on the sign
# Default: 10.0
# Range: 0.0 ~ 32.0
item_pixel_scale = 10.0
#Makes signs swing!
swinging_signs = true
#Signs have visual attachment to walls and fences
sign_attachment = true
[hanging_sign.swing_physics]
min_angle = 0.7999999523162842
collision_force = 15.0
damping = 0.5249999761581421
collision_inertia = 1.0
collision_considers_entity_hitbox = true
frequency = 0.6000000238418579
max_angle = 60.0
[lantern]
#Makes wall lantern use a simple block model instead of the animated tile entity renderer. This will make them render much faster but will also remove the animationNote that this option only affect lanterns close by as the one far away render as fast by default
fast_lanterns = false
#Size lanterns when held in hand
# Default: 0.625
# Range: 0.0 ~ 2.0
lantern_item_size = 0.625
#Gives a special animation to lanterns when held in hand
lantern_item_holding = true
#Makes lantern holding animation have the arm angled more upwards. Looks better if you have dynamic lights on
lantern_item_holding_up = false
[lantern.swing_physics]
min_angle = 0.7999999523162842
collision_force = 15.0
damping = 0.5249999761581421
collision_inertia = 1.0
collision_considers_entity_hitbox = true
frequency = 0.6000000238418579
max_angle = 60.0
[cauldron]
#Gives a unique texture to potion cauldrons
potion_texture = true
[jukebox]
#Use the new jukebox model
new_model = true
#Makes jukebox disc spin while playing
disc_spin = true
[misc]
#Gives a special animation to torches when held in hand
torch_item_holding = true
#Size lanterns when held in hand
# Default: 1.0
# Range: 0.0 ~ 2.0
torch_item_size = 1.0
#Gives a special animation to supplementaries candle holders when held in hand
candle_holder_item_holding = true
#Size lanterns when held in hand
# Default: 0.625
# Range: 0.0 ~ 2.0
handle_holder_item_size = 0.625
#Makes Torch and Lantern holding animation be fixed, not changing with player facing
fixed_holding_animations = false
#Prevents campfire smoke from rendering if there is a solid block above it
campfire_smoke_through_blocks = false
[sign]
#Gives signs a pixel consistent model and texture. Also affects other mods. This also makes them use a Block Model, making them render much much much faster than as block entities
pixel_consistent = true
#A scalar multiplier that will be applied to sign text making it brighter, supposedly more legible
# Default: 1.2
# Range: 0.0 ~ 5.0
text_color_multiplier = 1.2
#A list of sign blocks that will NOT be affected by the pixel consistent sign setting. Use full registry names separated by commas
sign_blacklist = []
[projectiles]
#Makes snowballs render in 3D
snowball_3d = true
#Makes slimeballs render in 3D (supplementaries only)
slimeball_3d = true
#Makes ghast & blazes fireballs render in 3D
fireball_3d = true
#Makes ghast & blazes fireballs leave a trail of particles when moving
ghast_fireball_trail = true
#Makes dragon fireballs leave a trail of particles when moving
dragon_fireball_trail = true
#Makes 3D charges tumble in the air when moving
charges_tumble = true
#Makes 3D snowballs and slimeballs (supp compat) tumble in the air when moving
projectiles_tumble = false
[projectiles.dragon_fireball]
#Makes dragon's breath particles emissive to better match new visuals
dragon_breath_emissive = true
@@ -0,0 +1,98 @@
[general]
tooltip_hints = true
custom_configured_screen = true
[lily_pad]
#set to 0 tho have lilypads at the same exact position as vanilla.negative numbers will place them in their own blockspace right below avoiding any clipping.best of both worlds at default as its barely within its space
# Default: -0.016625
# Range: -1.0 ~ 1.0
y_offset = -0.016625
[bell]
#Visually attach chains and ropes to bells
chain_attachment = true
[brewing_stand]
#Colors the brewing stand potion texture depending on the potions it's brewing.
#If using a resource pack add tint index from 0 to 3 to the 3 potion layers
brewing_stand_colors = true
[arrows]
#Makes tipped arrows show their colors when loaded with a crossbow
crossbows_colors = true
[tripwire_hook]
#Makes hooks render faster using a block model instead of tile renderer. Cost is that animated and enchanted items will appear static
fast_hooks = false
[hanging_sign]
#Scale of items on hanging signs (unit is in pixel they would occupy). Set to 8 to better match the pixels on the sign
# Default: 10.0
# Range: 0.0 ~ 32.0
item_pixel_scale = 10.0
#Makes signs swing!
swinging_signs = true
#Signs have visual attachment to walls and fences
sign_attachment = true
[hanging_sign.swing_physics]
min_angle = 0.7999999523162842
collision_force = 15.0
damping = 0.5249999761581421
collision_inertia = 1.0
collision_considers_entity_hitbox = true
frequency = 0.6000000238418579
max_angle = 60.0
[lantern]
#Makes wall lantern use a simple block model instead of the animated tile entity renderer. This will make them render much faster but will also remove the animationNote that this option only affect lanterns close by as the one far away render as fast by default
fast_lanterns = false
#Size lanterns when held in hand
# Default: 0.625
# Range: 0.0 ~ 2.0
lantern_item_size = 0.625
#Gives a special animation to lanterns when held in hand
lantern_item_holding = true
#Makes lantern holding animation have the arm angled more upwards. Looks better if you have dynamic lights on
lantern_item_holding_up = false
[lantern.swing_physics]
min_angle = 0.7999999523162842
collision_force = 15.0
damping = 0.5249999761581421
collision_inertia = 1.0
collision_considers_entity_hitbox = true
frequency = 0.6000000238418579
max_angle = 60.0
[cauldron]
#Gives a unique texture to potion cauldrons
potion_texture = true
[jukebox]
#Use the new jukebox model
new_model = true
#Makes jukebox disc spin while playing
disc_spin = true
[misc]
#Gives a special animation to torches when held in hand
torch_item_holding = true
#Size lanterns when held in hand
# Default: 1.0
# Range: 0.0 ~ 2.0
torch_item_size = 1.0
#Gives a special animation to supplementaries candle holders when held in hand
candle_holder_item_holding = true
#Size lanterns when held in hand
# Default: 0.625
# Range: 0.0 ~ 2.0
handle_holder_item_size = 0.625
#Makes Torch and Lantern holding animation be fixed, not changing with player facing
fixed_holding_animations = false
#A scalar multiplier that will be applied to sign text making it brighter, supposedly more legible
# Default: 1.2
# Range: 0.0 ~ 5.0
sign_text_color_multiplier = 1.2
#Prevents campfire smoke from rendering if there is a solid block above it
campfire_smoke_through_blocks = false
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[general]
tooltip_hints = true
custom_configured_screen = true
#Makes dynamically generated assets depend on texture packs too and not just vanilla files
texture_pack_support = false
#Allowed Values: ALWAYS, CACHED, CACHED_ZIPPED, NEVER
dynamic_assets_generation_mode = "CACHED"
[lily_pad]
#set to 0 tho have lilypads at the same exact position as vanilla.negative numbers will place them in their own blockspace right below avoiding any clipping.best of both worlds at default as its barely within its space
# Default: -0.016625
# Range: -1.0 ~ 1.0
y_offset = -0.016625
[bell]
#Visually attach chains and ropes to bells
chain_attachment = true
[brewing_stand]
#Colors the brewing stand potion texture depending on the potions it's brewing.
#If using a resource pack add tint index from 0 to 3 to the 3 potion layers
brewing_stand_colors = true
[arrows]
#Makes tipped arrows show their colors when loaded with a crossbow
crossbows_colors = true
[tripwire_hook]
#Makes hooks render faster using a block model instead of tile renderer. Cost is that animated and enchanted items will appear static
fast_hooks = false
[hanging_sign]
#Scale of items on hanging signs (unit is in pixel they would occupy). Set to 8 to better match the pixels on the sign
# Default: 10.0
# Range: 0.0 ~ 32.0
item_pixel_scale = 10.0
#Makes signs swing!
swinging_signs = true
#Signs have visual attachment to walls and fences
sign_attachment = true
[hanging_sign.swing_physics]
min_angle = 0.7999999523162842
collision_force = 15.0
damping = 0.5249999761581421
collision_inertia = 1.0
collision_considers_entity_hitbox = true
frequency = 0.6000000238418579
max_angle = 60.0
[lantern]
#Makes wall lantern use a simple block model instead of the animated tile entity renderer. This will make them render much faster but will also remove the animationNote that this option only affect lanterns close by as the one far away render as fast by default
fast_lanterns = false
#Size lanterns when held in hand
# Default: 0.625
# Range: 0.0 ~ 2.0
lantern_item_size = 0.625
#Gives a special animation to lanterns when held in hand
lantern_item_holding = true
#Makes lantern holding animation have the arm angled more upwards. Looks better if you have dynamic lights on
lantern_item_holding_up = false
[lantern.swing_physics]
min_angle = 0.7999999523162842
collision_force = 15.0
damping = 0.5249999761581421
collision_inertia = 1.0
collision_considers_entity_hitbox = true
frequency = 0.6000000238418579
max_angle = 60.0
[cauldron]
#Gives a unique texture to potion cauldrons
potion_texture = true
[jukebox]
#Use the new jukebox model
new_model = true
#Makes jukebox disc spin while playing
disc_spin = true
[misc]
#Gives a special animation to torches when held in hand
torch_item_holding = true
#Size lanterns when held in hand
# Default: 1.0
# Range: 0.0 ~ 2.0
torch_item_size = 1.0
#Gives a special animation to supplementaries candle holders when held in hand
candle_holder_item_holding = true
#Size lanterns when held in hand
# Default: 0.625
# Range: 0.0 ~ 2.0
handle_holder_item_size = 0.625
#Makes Torch and Lantern holding animation be fixed, not changing with player facing
fixed_holding_animations = false
#Prevents campfire smoke from rendering if there is a solid block above it
campfire_smoke_through_blocks = false
[sign]
#Gives signs a pixel consistent model and texture. Also affects other mods. This also makes them use a Block Model, making them render much much much faster than as block entities
pixel_consistent = true
#A scalar multiplier that will be applied to sign text making it brighter, supposedly more legible
# Default: 1.2
# Range: 0.0 ~ 5.0
text_color_multiplier = 1.2
#A list of sign blocks that will NOT be affected by the pixel consistent sign setting. Use full registry names separated by commas
sign_blacklist = []
[projectiles]
#Makes snowballs render in 3D
snowball_3d = true
#Makes slimeballs render in 3D (supplementaries only)
slimeball_3d = true
#Makes ghast & blazes fireballs render in 3D
fireball_3d = true
#Makes ghast & blazes fireballs leave a trail of particles when moving
ghast_fireball_trail = true
#Makes dragon fireballs leave a trail of particles when moving
dragon_fireball_trail = true
#Makes 3D charges tumble in the air when moving
charges_tumble = true
#Makes 3D snowballs and slimeballs (supp compat) tumble in the air when moving
projectiles_tumble = false
[projectiles.dragon_fireball]
#Makes dragon's breath particles emissive to better match new visuals
dragon_breath_emissive = true
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[lectern]
#Improved lectern screen allowing to edit font of a book while on it
improved_screen = true
[hanging_signs]
#Allows placing items on hanging signs
items_on_signs = true
[cauldron]
#Enables enhanced cauldron
enhanced_cauldron = true
#Allows crafting items using cauldrons by clicking on them
crafting = true
#Allows dying cauldron water bedrock style and mixing them too
dye_water = true
#Max amount of items that 1 cauldron layer can recolor.This is a multiplier on top of vanilla crafting recipe amount
# Default: 4
# Range: 1 ~ 64
dye_recipes_per_layer = 4
#Max amount of items that 1 cauldron layer can craft with potions.This is a multiplier on top of vanilla crafting recipe amount
# Default: 2
# Range: 1 ~ 64
potion_recipes_per_layer = 2
#Allows mixin potions in cauldrons
#Allowed Values: OFF, ONLY_BOILING, ON
potions_mixing = "ON"
#Max amount of effects allowed in a mixed potion
# Default: 8
# Range: 1 ~ 64
potion_mixing_limit = 8
#Makes cauldrons connect to fences
connect_to_fences = true
#Map of potion ids to their inverse ids. Used for potion mixing
[cauldron.inverse_potions]
"minecraft:mining_fatigue" = "minecraft:haste"
"minecraft:instant_health" = "minecraft:instant_damage"
"minecraft:unluck" = "minecraft:luck"
"minecraft:instant_damage" = "minecraft:instant_health"
"minecraft:weakness" = "minecraft:strength"
"minecraft:slowness" = "minecraft:speed"
"minecraft:haste" = "minecraft:mining_fatigue"
"minecraft:strength" = "minecraft:weakness"
"minecraft:speed" = "minecraft:slowness"
"minecraft:luck" = "minecraft:unluck"
[tripwire_hook]
#Allows placing tools on tripwire hooks
tool_hook = true
[carpets]
#Allows you to place carpets on stairs
carpeted_stairs = true
#Allows you to place carpets on slabs
carpeted_slabs = true
[cake]
#Allows you to place a cake on top of another
double_cake = true
#Allows eating a cake from every side
directional_cake = true
[mob_head]
#Allows you to place two mob heads on top of each other
skull_piles = true
#Allows candles to be placed on top of skulls
skull_candles = true
#Allows placing more than one candle ontop of each skull
multiple_candles = true
[flower_pot]
#allows you to place hanging flower pots. Works with any modded pot too
hanging_pot = true
[lantern]
#Allow wall lanterns placement
wall_lanterns = true
#Gives high priority to wall lantern placement. Enable to override other wall lanterns placements, disable if it causes issues with other mods that use lower priority block click events
high_priority = true
#Mod ids of mods that have lantern block that extend the base lantern class but don't look like one
mod_blacklist = ["bbb", "extlights", "betterendforge", "spelunkery", "galosphere", "tconstruct", "enigmaticlegacy", "beautify"]
#Ids of blocks that are not detected as lanterns but should be
id_whitelist = ["enlightened_end:xenon_lantern"]
#Allows ceiling lanterns to fall if their support is broken.Additionally if they fall from high enough they will break creating a fire where they land
#Allowed Values: ON, OFF, NO_FIRE
falling_lanterns = "ON"
[bell]
#Ring a bell by clicking on a chain that's connected to it
chain_ringing = true
#Max chain length that allows a bell to ring
# Default: 16
# Range: 0 ~ 256
chain_length = 16
[banners]
#Allow banners to be placed on ceilings
ceiling_banners = true
[misc]
#Allows dying blocks by right clicking them with dye
dye_blocks = false
[torch]
#Allows torches to set entities on fire
torch_fire = true
#Allows torches to set entities on fire when held in offhand given you are attacking with a sword
torch_fire_offhand = false
#Duration of the on fire effect applied by torches. In seconds
# Default: 2
# Range: 1 ~ 60
torch_fire_duration = 2
[lily_pad]
#Allows lilypads to have any block placed ontop
better_lilypads = true
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[lectern]
#Improved lectern screen allowing to edit font of a book while on it
improved_screen = true
[hanging_signs]
#Allows placing items on hanging signs
items_on_signs = true
[cauldron]
#Enables enhanced cauldron
enhanced_cauldron = true
#Allows dying cauldron water bedrock style and mixing them too
dye_water = true
#Max amount of items that 1 cauldron layer can recolor.This is a multiplier on top of vanilla crafting recipe amount
# Default: 4
# Range: 1 ~ 64
dye_recipes_per_layer = 4
#Max amount of items that 1 cauldron layer can craft with potions.This is a multiplier on top of vanilla crafting recipe amount
# Default: 2
# Range: 1 ~ 64
potion_recipes_per_layer = 2
#Allows mixin potions in cauldrons
#Allowed Values: OFF, ONLY_BOILING, ON
potions_mixing = "ON"
#Max amount of effects allowed in a mixed potion
# Default: 8
# Range: 1 ~ 64
potion_mixing_limit = 8
#Makes cauldrons connect to fences
connect_to_fences = true
#Allows crafting items using cauldrons by clicking on them
hand_crafting = true
#Allows crafting items using cauldrons by throwing items in them
in_world_crafting = true
#Makes it so a dripstone drop only increments a cauldron by 1 layer(buttle) instead of a full bottle, making it just like a water cauldron
consistent_lava_layers = false
#Map of potion ids to their inverse ids. Used for potion mixing
[cauldron.inverse_potions]
"minecraft:mining_fatigue" = "minecraft:haste"
"minecraft:instant_health" = "minecraft:instant_damage"
"minecraft:unluck" = "minecraft:luck"
"minecraft:instant_damage" = "minecraft:instant_health"
"minecraft:weakness" = "minecraft:strength"
"minecraft:slowness" = "minecraft:speed"
"minecraft:haste" = "minecraft:mining_fatigue"
"minecraft:strength" = "minecraft:weakness"
"minecraft:speed" = "minecraft:slowness"
"minecraft:luck" = "minecraft:unluck"
[tripwire_hook]
#Allows placing tools on tripwire hooks
tool_hook = true
[carpets]
#Allows you to place carpets on stairs
carpeted_stairs = true
#Allows you to place carpets on slabs
carpeted_slabs = true
[cake]
#Allows you to place a cake on top of another
double_cake = true
#Allows eating a cake from every side
directional_cake = true
[mob_head]
#Allows you to place two mob heads on top of each other
skull_piles = true
#Allows candles to be placed on top of skulls
skull_candles = true
#Allows placing more than one candle ontop of each skull
multiple_candles = true
[flower_pot]
#allows you to place hanging flower pots. Works with any modded pot too
hanging_pot = true
[lantern]
#Allow wall lanterns placement
wall_lanterns = true
#Gives high priority to wall lantern placement. Enable to override other wall lanterns placements, disable if it causes issues with other mods that use lower priority block click events
high_priority = true
#Mod ids of mods that have lantern block that extend the base lantern class but don't look like one
mod_blacklist = ["bbb", "extlights", "betterendforge", "spelunkery", "galosphere", "tconstruct", "enigmaticlegacy", "beautify"]
#Ids of blocks that are not detected as lanterns but should be
id_whitelist = ["enlightened_end:xenon_lantern"]
#Allows ceiling lanterns to fall if their support is broken.Additionally if they fall from high enough they will break creating a fire where they land
#Allowed Values: ON, OFF, NO_FIRE
falling_lanterns = "ON"
[bell]
#Ring a bell by clicking on a chain that's connected to it
chain_ringing = true
#Max chain length that allows a bell to ring
# Default: 16
# Range: 0 ~ 256
chain_length = 16
[banners]
#Allow banners to be placed on ceilings
ceiling_banners = true
[misc]
#Allows dying blocks by right clicking them with dye
dye_blocks = false
[torch]
#Allows torches to set entities on fire
torch_fire = true
#Allows torches to set entities on fire when held in offhand given you are attacking with a sword
torch_fire_offhand = false
#Duration of the on fire effect applied by torches. In seconds
# Default: 2
# Range: 1 ~ 60
torch_fire_duration = 2
[lily_pad]
#Allows lilypads to have any block placed ontop
better_lilypads = true
[fireball]
#Cooldown for fire & dragon charges in ticks
# Default: 10
# Range: 0 ~ 1000
thrown_cooldown = 10
#Adds dragons charge item
dragon_charge = true
#Makes fire & dragon charges have gravity
gravity = true
#Makes fire charges deflectable by punching
deflectable = false
#Allows throwing fire & dragon charges
fire_charges_throwable = true
#Makes dispensers shoot fire charges (the ones with gravity added by the mod) instead of blaze charges. Technically a breaking changes as it could break existing contraptions while allowing for new ones
fire_charges_dispenser_behavior = true
#Improves ghast & fire charges fireballs by giving them a unique explosion particles and set on fire on hit
improved_explosions = true
[snowball]
#Allows snowballs to freeze entities on hit. Config is for how many ticks it will freeze
# Default: 35
# Range: 0 ~ 1000
freeze_ticks = 35
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[client]
#If true, shows the hunger and saturation values of food in its tooltip while holding SHIFT
showFoodValuesInTooltip = true
#If true, shows the hunger and saturation values of food in its tooltip automatically (without needing to hold SHIFT)
showFoodValuesInTooltipAlways = true
#If true, shows your current saturation level overlayed on the hunger bar
showSaturationHudOverlay = true
#If true, shows the hunger (and saturation if showSaturationHudOverlay is true) that would be restored by food you are currently holding
showFoodValuesHudOverlay = true
#If true, enables the hunger/saturation/health overlays for food in your off-hand
showFoodValuesHudOverlayWhenOffhand = true
#If true, shows your food exhaustion as a progress bar behind the hunger bars
showFoodExhaustionHudUnderlay = true
#If true, adds a line that shows your hunger, saturation, and exhaustion level in the F3 debug overlay
showFoodStatsInDebugOverlay = true
#If true, shows estimated health restored by food on the health bar
showFoodHealthHudOverlay = true
#If true, health/hunger overlay will shake to match Minecraft's icon animations
showVanillaAnimationsOverlay = true
#Alpha value of the flashing icons at their most visible point (1.0 = fully opaque, 0.0 = fully transparent)
# Default: 0.65
# Range: 0.0 ~ 1.0
maxHudOverlayFlashAlpha = 0.65
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# A list that contains ids of augments that should be disabled. The augments will be
# hidden from the popup menu and cannot be selected. Augments applied on existing
# backpacks will simply be removed. Use advanced tooltips (F3 + H) to discover the IDs
# of augments.
# Example: disabledAugments = ["backpacked:recall", "backpacked:lootbound"]
disabledAugments = []
# Funnelling related properties
[funnelling]
# The maximum amount of filters that can be configured
# Valid range: 1 to 256 (inclusive)
maxFilters = 32
# Hopper Bridge related properties
[hopperBridge]
# The maximum amount of filters that can be configured
# Valid range: 1 to 256 (inclusive)
maxFilters = 32
# Hopper Bridge related properties
[imbuedHide]
# If enabled, Imbued Hide will make the backpack immune to fire regardless of the damage source
# Valid values: true, false
fireImmunity = true
# A list containing ids of damage types that the backpack will be invulnerable to when Imbued Hide is applied.
# You can discover all valid damage types in-game by pasting in the command (include all characters between the quotes): "/damage @s 1 "
# Example: invulnerableToDamageTypes = ["minecraft:cactus", "minecraft:explosion"]
invulnerableToDamageTypes = ["minecraft:cactus", "minecraft:explosion", "minecraft:sonic_boom"]
# Immortal related properties
[immortal]
# The amount of ticks to wait after Immortal has been triggered for it to be able to be triggered again.
# By default, Immortal is set to 1 minute. Use the formula: ticks = 20 * <seconds>
# Valid range: 0 to 2147483647 (inclusive)
cooldown = 1200
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# Equipable related properties
[equipable]
# The maximum amount of backpacks that can be equipped by a player. This will determine
# how many slots will appear when opening the "Equipped Backpacks" menu.
# Valid range: 1 to 9 (inclusive)
maxEquipable = 5
# If enabled, backpacks will stay equipped on the player after death (same as the
# keepInventory game rule). Please note that this will make the Recall augment
# effectively useless.
# Valid values: true, false
keepOnDeath = false
# The number of equippable slots that will automatically be unlocked by default and for free.
# Please note that the cost model will still factor these free slots into the calculation
# for unlocking the next locked slot. The slots also cannot be revoked once unlocked.
# Valid range: 0 to 9 (inclusive)
initialUnlockedEquipableSlots = 1
# If set to true, all equipable slots will be unlocked by default.
# WARNING: Reverting the option from true to false will cause backpacks to be dropped
# into the world if the slot they are in is now locked. You have been warned.
# Valid values: true, false
unlockAllEquipableSlots = false
# If set to true, equipable slots may be unlocked using Unlock Tokens
# Valid values: true, false
allowUnlockingUsingUnlockToken = false
# Cost related properties for equipable slots
[equipable.unlockCost]
# The type of payment to use to unlock backpack slots. By default this value is set to EXPERIENCE,
# which will use the players experience levels are used to unlock new slots. If value is set to
# ITEM, this will instead consume a specified item from the player's inventory (including anything
# placed in the backpack) to unlock new slots.
# Valid values: EXPERIENCE, ITEM
paymentType = "EXPERIENCE"
# Only applicable if paymentType is set to ITEM. This option will control the item used when paying
# to unlock new slots.
paymentItem = "minecraft:emerald"
# The interpolate method to use when calculating the cost of unlocking a slot. The cost
# of slots increases the more slots that are unlocked. This function determines how steep
# the price will increase after each slot is unlocked. The interpolated value is calculated
# using the minCost and maxCost.
#
# Function Descriptions:
# LINEAR - A constant grow in the cost. Cost will jump by the same value after every slot unlocked.
# SQUARED - Slowly scales the cost for about half, then cost will increase noticeably for the final half.
# CUBIC - Very slowly scales the cost for about two thirds, then cost increases sharply for the final third.
#
# Note: This property has no effect if useCustomCosts is set to true
#
# Valid values: LINEAR, SQUARED, CUBIC
costInterpolateFunction = "LINEAR"
# The minimum cost to unlock a backpack slot. This value would be the cost
# when unlocking the first slot in a backpack inventory. The cost to unlock
# subsequent slots are interpolated from the this value to the maxCost, and
# scaled by the scaleFunction.
#
# Note: This property has no effect if useCustomCosts is set to true
# Valid range: 1 to 100 (inclusive)
minCost = 10
# The maximum cost to unlock a backpack slot. This value would be the cost
# when unlocking the final slot in a backpack inventory. The cost to unlock
# prior slots are interpolated from the minCost to this value, and scaled
# by the scaleFunction.
#
# Note: This property has no effect if useCustomCosts is set to true
# Valid range: 1 to 100 (inclusive)
maxCost = 40
# If enabled, instead of using a cost that is calculated based on a minCost
# and maxCost, custom costs allow the cost to be specified manually using
# a list of values (see customCosts).
# Valid values: true, false
useCustomCosts = true
# A list of numbers that represent the cost values, must be whole and positive
# numbers only. See customCostsSelectionFunction property to set the behaviour of
# how values are selected from the custom costs list.
#
customCosts = [30, 30, 30, 40]
# Determines how the cost value is selected from the customCosts list.
#
# Possible Functions:
# LINEAR_INTERPOLATION - This will count how many slots/bays are unlocked plus one and divide it by the
# maximum unlockable slots/bays. For example, if 10 out of 20 slots are unlocked,
# a value of 11 divided by 20 will be evaluated and that will equal 0.55 or 55%.
# A cost value is then picked out of the customCosts list at the position that
# represents 55% percent of the lists length. So if customCosts contained 20 values, it
# will be picking the 11th value. The formula is custom_costs_length * ((unlocked_count + 1) / total_unlockable).
# (See below for real examples)
# INDEX_WITH_CLAMP - This option will exactly match the next unlock count to an index in the customCosts
# list. For example, if 10 out of 20 slots are unlocked, the next unlock count will
# be 11, so the 11th value in the custom costs list will be used as the cost to
# unlock the next slot/bay. This option will safely handle cases where if the 11th value
# doesn't exist, due the custom costs list containing less than 11 values, the last
# value in the list will be selected. (See below for real examples)
#
# Examples:
# 1. Backpack has 27 unlockable slots, and this option is set to INDEX_WITH_CLAMP. The custom costs
# list contains the values [5, 5, 5, 5, 5, 10]. This is interpreted as "the first five unlock costs
# will be 5, all the remaining will cost 10".
#
# 2. Backpack has 3 unlockable augment bays, and this option is set to INDEX_WITH_CLAMP. The custom
# cost lists contains the values [5, 10, 15]. This is interpreted as "the first augment bay will
# cost 5, the second will cost 10, and the final will cost 15".
#
# 3. Backpack has 18 unlockable slots, and this option is set to LINEAR_INTERPOLATION. The custom costs
# list contains the values [1, 100]. This is interpreted as "the first nine unlock costs will
# cost 1, then the final nine will cost 100".
#
# 4. Backpack has 9 unlockable slots, and this option is set to LINEAR_INTERPOLATION, and the custom costs
# list contains the values [1, 2, 3, 4, 5, 6, 7, 8, 9]. Since the count of the unlockable slots (9) and the
# length of the customCosts list (9) are the exact same, the first unlock cost will be 1, the
# second 2, the third 3, and so on until 9. However, if you bumped the backpack to 18 unlockable slots,
# this would then change to, the first two unlock costs will be 1, the next two unlock costs will be 2, the
# following two unlock costs will be 3.
#
# Note from MrCrayfish:
# This may seem confusing (and it is), but just play around with this config property. Always start with a
# fresh backpack everytime you change this property, or you may not see how the property affects the selection
# process. I suggest starting with LINEAR_INTERPOLATION and then adding enough values to the customCosts list
# so it matches the number of slots in the backpack (so if the backpack has 54 slots, put 54 values into customCosts).
# Once you've tried that, half the number of values in customCosts (so if 54 slots, put 27 values into customCosts)
# and this will give you an understanding of how the function works. Then afterwards, try INDEX_WITH_CLAMP but set
# the values [1, 2, 3] as the customCosts. You will see the first unlock cost 1, the second cost 2, and every other
# unlock will cost 3.
#
# Valid values: LINEAR_INTERPOLATION, INDEX_WITH_CLAMP
customCostsSelectionFunction = "INDEX_WITH_CLAMP"
# Cosmetic related properties
[cosmetics]
# The default cosmetic (model) of the backpack. This should generally be a backpack
# that is unlocked by default
defaultCosmetic = "backpacked:vintage"
# If enabled, prevents backpacks from being customised. This will remove the
# customise button from the backpack inventory
# Valid values: true, false
disableCustomisation = false
# Allows every player to use any backpack cosmetic variant without needing to
# complete the challenges. Side note, any progress to a challenge will not be
# tracked while enabled.
# Valid values: true, false
unlockAllCosmetics = false
# A list that contains ids of backpack cosmetics that will be disabled. The default
# cosmetic (as configured by defaultCosmetic) cannot be disabled even if added to this
# list. You can grab the ID of backpacks by hovering them in the customisation screen
# while holding down CTRL button on your keyboard, and clicking will copy the ID to
# your clipboard.
# Example: disabledCosmetics = ["backpacked:rocket", "backpacked:classic", "backpacked:honey_jar"]
disabledCosmetics = []
# Inventory related properties
[inventory]
# A list of items that are not allowed inside the inventory of a backpack.
# Note: It is recommended to ban items that have an inventory as this will create
# large NBT data and potentially crash the server!
bannedItems = ["travelersbackpack:custom_travelers_backpack", "pinesbarrels:better_barrel", "quark:seed_pouch", "quark:backpack", "sophisticatedbackpacks:backpack", "sophisticatedbackpacks:iron_backpack", "sophisticatedbackpacks:gold_backpack", "sophisticatedbackpacks:diamond_backpack", "sophisticatedbackpacks:netherite_backpack", "improvedbackpacks:tiny_pocket", "improvedbackpacks:medium_pocket", "improvedbackpacks:large_pocket", "improvedbackpacks:white_backpack", "improvedbackpacks:orange_backpack", "improvedbackpacks:magenta_backpack", "improvedbackpacks:light_blue_backpack", "improvedbackpacks:yellow_backpack", "improvedbackpacks:lime_backpack", "improvedbackpacks:pink_backpack", "improvedbackpacks:gray_backpack", "improvedbackpacks:light_gray_backpack", "improvedbackpacks:cyan_backpack", "improvedbackpacks:purple_backpack", "improvedbackpacks:blue_backpack", "improvedbackpacks:brown_backpack", "improvedbackpacks:green_backpack", "improvedbackpacks:red_backpack", "improvedbackpacks:black_backpack", "immersiveengineering:toolbox", "immersiveengineering:crate", "immersiveengineering:reinforced_crate", "create:white_toolbox", "create:orange_toolbox", "create:magenta_toolbox", "create:light_blue_toolbox", "create:yellow_toolbox", "create:lime_toolbox", "create:pink_toolbox", "create:gray_toolbox", "create:light_gray_toolbox", "create:cyan_toolbox", "create:purple_toolbox", "create:blue_toolbox", "create:brown_toolbox", "create:green_toolbox", "create:red_toolbox", "create:black_toolbox", "mekanism:personal_chest", "supplementaries:sack"]
# Slots related properties
[inventory.slots]
# If set to true, all backpacks slots will be unlocked by default.
# WARNING: Reverting the option from true to false will cause items to be dropped
# into the world if the slot they are in is now locked. You have been warned.
# Valid values: true, false
unlockAllSlots = false
# The number of slots that will automatically be unlocked by default and for free.
# Please note that the cost model will still factor these free slots into the calculation
# for unlocking the next locked slot. The slots also cannot be revoked once unlocked.
# Valid range: 0 to 253 (inclusive)
initialUnlockedSlots = 9
# If set to true, backpack slots may be unlocked using Unlock Tokens
# Valid values: true, false
allowUnlockingUsingUnlockToken = true
# Cost related properties for inventory slots
[inventory.slots.unlockCost]
# The type of payment to use to unlock backpack slots. By default this value is set to EXPERIENCE,
# which will use the players experience levels are used to unlock new slots. If value is set to
# ITEM, this will instead consume a specified item from the player's inventory (including anything
# placed in the backpack) to unlock new slots.
# Valid values: EXPERIENCE, ITEM
paymentType = "EXPERIENCE"
# Only applicable if paymentType is set to ITEM. This option will control the item used when paying
# to unlock new slots.
paymentItem = "minecraft:emerald"
# The interpolate method to use when calculating the cost of unlocking a slot. The cost
# of slots increases the more slots that are unlocked. This function determines how steep
# the price will increase after each slot is unlocked. The interpolated value is calculated
# using the minCost and maxCost.
#
# Function Descriptions:
# LINEAR - A constant grow in the cost. Cost will jump by the same value after every slot unlocked.
# SQUARED - Slowly scales the cost for about half, then cost will increase noticeably for the final half.
# CUBIC - Very slowly scales the cost for about two thirds, then cost increases sharply for the final third.
#
# Note: This property has no effect if useCustomCosts is set to true
#
# Valid values: LINEAR, SQUARED, CUBIC
costInterpolateFunction = "CUBIC"
# The minimum cost to unlock a backpack slot. This value would be the cost
# when unlocking the first slot in a backpack inventory. The cost to unlock
# subsequent slots are interpolated from the this value to the maxCost, and
# scaled by the scaleFunction.
#
# Note: This property has no effect if useCustomCosts is set to true
# Valid range: 1 to 100 (inclusive)
minCost = 1
# The maximum cost to unlock a backpack slot. This value would be the cost
# when unlocking the final slot in a backpack inventory. The cost to unlock
# prior slots are interpolated from the minCost to this value, and scaled
# by the scaleFunction.
#
# Note: This property has no effect if useCustomCosts is set to true
# Valid range: 1 to 100 (inclusive)
maxCost = 20
# If enabled, instead of using a cost that is calculated based on a minCost
# and maxCost, custom costs allow the cost to be specified manually using
# a list of values (see customCosts).
# Valid values: true, false
useCustomCosts = false
# A list of numbers that represent the cost values, must be whole and positive
# numbers only. See customCostsSelectionFunction property to set the behaviour of
# how values are selected from the custom costs list.
#
customCosts = []
# Determines how the cost value is selected from the customCosts list.
#
# Possible Functions:
# LINEAR_INTERPOLATION - This will count how many slots/bays are unlocked plus one and divide it by the
# maximum unlockable slots/bays. For example, if 10 out of 20 slots are unlocked,
# a value of 11 divided by 20 will be evaluated and that will equal 0.55 or 55%.
# A cost value is then picked out of the customCosts list at the position that
# represents 55% percent of the lists length. So if customCosts contained 20 values, it
# will be picking the 11th value. The formula is custom_costs_length * ((unlocked_count + 1) / total_unlockable).
# (See below for real examples)
# INDEX_WITH_CLAMP - This option will exactly match the next unlock count to an index in the customCosts
# list. For example, if 10 out of 20 slots are unlocked, the next unlock count will
# be 11, so the 11th value in the custom costs list will be used as the cost to
# unlock the next slot/bay. This option will safely handle cases where if the 11th value
# doesn't exist, due the custom costs list containing less than 11 values, the last
# value in the list will be selected. (See below for real examples)
#
# Examples:
# 1. Backpack has 27 unlockable slots, and this option is set to INDEX_WITH_CLAMP. The custom costs
# list contains the values [5, 5, 5, 5, 5, 10]. This is interpreted as "the first five unlock costs
# will be 5, all the remaining will cost 10".
#
# 2. Backpack has 3 unlockable augment bays, and this option is set to INDEX_WITH_CLAMP. The custom
# cost lists contains the values [5, 10, 15]. This is interpreted as "the first augment bay will
# cost 5, the second will cost 10, and the final will cost 15".
#
# 3. Backpack has 18 unlockable slots, and this option is set to LINEAR_INTERPOLATION. The custom costs
# list contains the values [1, 100]. This is interpreted as "the first nine unlock costs will
# cost 1, then the final nine will cost 100".
#
# 4. Backpack has 9 unlockable slots, and this option is set to LINEAR_INTERPOLATION, and the custom costs
# list contains the values [1, 2, 3, 4, 5, 6, 7, 8, 9]. Since the count of the unlockable slots (9) and the
# length of the customCosts list (9) are the exact same, the first unlock cost will be 1, the
# second 2, the third 3, and so on until 9. However, if you bumped the backpack to 18 unlockable slots,
# this would then change to, the first two unlock costs will be 1, the next two unlock costs will be 2, the
# following two unlock costs will be 3.
#
# Note from MrCrayfish:
# This may seem confusing (and it is), but just play around with this config property. Always start with a
# fresh backpack everytime you change this property, or you may not see how the property affects the selection
# process. I suggest starting with LINEAR_INTERPOLATION and then adding enough values to the customCosts list
# so it matches the number of slots in the backpack (so if the backpack has 54 slots, put 54 values into customCosts).
# Once you've tried that, half the number of values in customCosts (so if 54 slots, put 27 values into customCosts)
# and this will give you an understanding of how the function works. Then afterwards, try INDEX_WITH_CLAMP but set
# the values [1, 2, 3] as the customCosts. You will see the first unlock cost 1, the second cost 2, and every other
# unlock will cost 3.
#
# Valid values: LINEAR_INTERPOLATION, INDEX_WITH_CLAMP
customCostsSelectionFunction = "LINEAR_INTERPOLATION"
# Size related properties
[inventory.size]
# The amount of columns in the backpack inventory.
# WARNING: Larger than 15 columns will start to cut off GUI elements when using auto GUI
# scale. If you make the size of the backpack smaller, items in the backpack that no
# longer fit will spawn into the world. Take care when changing this property on a
# running game/server since the changes will be automatically reloaded upon saving this file.
# Valid range: 1 to 23 (inclusive)
columns = 9
# The amount of rows in the backpack inventory.
# WARNING: Larger than 6 rows will not fit on some resolutions when using auto GUI scale.
# If you make the size of the backpack smaller, items in the backpack that no
# longer fit will spawn into the world. Take care when changing this property on a
# running game/server since the changes will be automatically reloaded upon saving this file.
# Valid range: 1 to 11 (inclusive)
rows = 5
# Augment Bay related properties
[augmentBays]
# If true, the first augment bay will automatically be unlocked by default and for free.
# Valid values: true, false
unlockFirstAugmentBay = false
# If set to true, all augment bays will be unlocked by default.
# Valid values: true, false
unlockAllAugmentBays = false
# If set to true, augment bays may be unlocked using Unlock Tokens
# Valid values: true, false
allowUnlockingUsingUnlockToken = false
# Cost related properties for augment bays
[augmentBays.unlockCost]
# The type of payment to use to unlock backpack slots. By default this value is set to EXPERIENCE,
# which will use the players experience levels are used to unlock new slots. If value is set to
# ITEM, this will instead consume a specified item from the player's inventory (including anything
# placed in the backpack) to unlock new slots.
# Valid values: EXPERIENCE, ITEM
paymentType = "EXPERIENCE"
# Only applicable if paymentType is set to ITEM. This option will control the item used when paying
# to unlock new slots.
paymentItem = "minecraft:emerald"
# The interpolate method to use when calculating the cost of unlocking a slot. The cost
# of slots increases the more slots that are unlocked. This function determines how steep
# the price will increase after each slot is unlocked. The interpolated value is calculated
# using the minCost and maxCost.
#
# Function Descriptions:
# LINEAR - A constant grow in the cost. Cost will jump by the same value after every slot unlocked.
# SQUARED - Slowly scales the cost for about half, then cost will increase noticeably for the final half.
# CUBIC - Very slowly scales the cost for about two thirds, then cost increases sharply for the final third.
#
# Note: This property has no effect if useCustomCosts is set to true
#
# Valid values: LINEAR, SQUARED, CUBIC
costInterpolateFunction = "LINEAR"
# The minimum cost to unlock a backpack slot. This value would be the cost
# when unlocking the first slot in a backpack inventory. The cost to unlock
# subsequent slots are interpolated from the this value to the maxCost, and
# scaled by the scaleFunction.
#
# Note: This property has no effect if useCustomCosts is set to true
# Valid range: 1 to 100 (inclusive)
minCost = 10
# The maximum cost to unlock a backpack slot. This value would be the cost
# when unlocking the final slot in a backpack inventory. The cost to unlock
# prior slots are interpolated from the minCost to this value, and scaled
# by the scaleFunction.
#
# Note: This property has no effect if useCustomCosts is set to true
# Valid range: 1 to 100 (inclusive)
maxCost = 40
# If enabled, instead of using a cost that is calculated based on a minCost
# and maxCost, custom costs allow the cost to be specified manually using
# a list of values (see customCosts).
# Valid values: true, false
useCustomCosts = true
# A list of numbers that represent the cost values, must be whole and positive
# numbers only. See customCostsSelectionFunction property to set the behaviour of
# how values are selected from the custom costs list.
#
customCosts = [10, 20, 30, 40]
# Determines how the cost value is selected from the customCosts list.
#
# Possible Functions:
# LINEAR_INTERPOLATION - This will count how many slots/bays are unlocked plus one and divide it by the
# maximum unlockable slots/bays. For example, if 10 out of 20 slots are unlocked,
# a value of 11 divided by 20 will be evaluated and that will equal 0.55 or 55%.
# A cost value is then picked out of the customCosts list at the position that
# represents 55% percent of the lists length. So if customCosts contained 20 values, it
# will be picking the 11th value. The formula is custom_costs_length * ((unlocked_count + 1) / total_unlockable).
# (See below for real examples)
# INDEX_WITH_CLAMP - This option will exactly match the next unlock count to an index in the customCosts
# list. For example, if 10 out of 20 slots are unlocked, the next unlock count will
# be 11, so the 11th value in the custom costs list will be used as the cost to
# unlock the next slot/bay. This option will safely handle cases where if the 11th value
# doesn't exist, due the custom costs list containing less than 11 values, the last
# value in the list will be selected. (See below for real examples)
#
# Examples:
# 1. Backpack has 27 unlockable slots, and this option is set to INDEX_WITH_CLAMP. The custom costs
# list contains the values [5, 5, 5, 5, 5, 10]. This is interpreted as "the first five unlock costs
# will be 5, all the remaining will cost 10".
#
# 2. Backpack has 3 unlockable augment bays, and this option is set to INDEX_WITH_CLAMP. The custom
# cost lists contains the values [5, 10, 15]. This is interpreted as "the first augment bay will
# cost 5, the second will cost 10, and the final will cost 15".
#
# 3. Backpack has 18 unlockable slots, and this option is set to LINEAR_INTERPOLATION. The custom costs
# list contains the values [1, 100]. This is interpreted as "the first nine unlock costs will
# cost 1, then the final nine will cost 100".
#
# 4. Backpack has 9 unlockable slots, and this option is set to LINEAR_INTERPOLATION, and the custom costs
# list contains the values [1, 2, 3, 4, 5, 6, 7, 8, 9]. Since the count of the unlockable slots (9) and the
# length of the customCosts list (9) are the exact same, the first unlock cost will be 1, the
# second 2, the third 3, and so on until 9. However, if you bumped the backpack to 18 unlockable slots,
# this would then change to, the first two unlock costs will be 1, the next two unlock costs will be 2, the
# following two unlock costs will be 3.
#
# Note from MrCrayfish:
# This may seem confusing (and it is), but just play around with this config property. Always start with a
# fresh backpack everytime you change this property, or you may not see how the property affects the selection
# process. I suggest starting with LINEAR_INTERPOLATION and then adding enough values to the customCosts list
# so it matches the number of slots in the backpack (so if the backpack has 54 slots, put 54 values into customCosts).
# Once you've tried that, half the number of values in customCosts (so if 54 slots, put 27 values into customCosts)
# and this will give you an understanding of how the function works. Then afterwards, try INDEX_WITH_CLAMP but set
# the values [1, 2, 3] as the customCosts. You will see the first unlock cost 1, the second cost 2, and every other
# unlock will cost 3.
#
# Valid values: LINEAR_INTERPOLATION, INDEX_WITH_CLAMP
customCostsSelectionFunction = "INDEX_WITH_CLAMP"
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# If enabled, hides the config button from the backpack screen
# Valid values: true, false
hideConfigButton = false
# Determines how unlockable slots are displayed and interactions are handled. This
# option can be changed directly in the backpack inventory GUI.
#
# Mode descriptions:
# ENABLED - Unlockable slots will always be enabled (visible and interactable).
# PURCHASABLE - Unlockable slots will only be enabled if the player has has exp levels
# to purchase/unlock the slot, otherwise they will be disabled (faded out
# and not interactable).
# DISABLED - Unlockable slots will always be disabled. (faded out and not interactable).
#
# Valid values: ENABLED, PURCHASABLE, DISABLED
unlockableSlotMode = "ENABLED"
# Very secret feature, do not enable if you don't want your screen filled with particle effects
# Valid values: true, false
glitterBomb = false
# If enabled, hides the call to action at the bottom of the customisation menu which links out to community addons and a guide.
# Valid values: true, false
hideAddonsCallToAction = false
@@ -0,0 +1,13 @@
# If enabled, allows players to access the backpack of another player by interacting
# with the visible backpack on their back.
# Valid values: true, false
enabledPickpocketing = false
# The maximum reach distance of a player to interact with another player's backpack.
# Valid range: 0 to 4 (inclusive)
maxReachDistance = 2.0
# The maximum angle at which another player's backpack can be accessed.
# Think of this as how directly behind the backpack the player needs to be
# in order to pickpocket. A smaller range prevents the player from accessing
# the backpack from the side.
# Valid range: 0 to 90 (inclusive)
maxAngleRange = 80.0
@@ -0,0 +1,37 @@
# If enabled, wandering traders will have a chance to spawn with a backpack
# Valid values: true, false
enableBackpack = true
# The chance a Wandering Trader will spawn with a backpack. The chance is interpreted
# as one out of x, with x being the number given from this config option.
# Valid range: 1 to 100 (inclusive)
spawnWithBackpackChance = 2
[pickpocketingChallenge]
# The maximum distance a Wandering Trader can detect a player. The longer the
# distance, the more difficult the challenge to pickpocket their backpack.
# Valid range: 1 to 32 (inclusive)
maxDetectionDistance = 10.0
# The time (in ticks) a Wandering Trader will wait before it decides to forget
# about a detected player. The Wandering Trader will wait indefinitely if the
# detected player is within the maximum detection distance.
# Valid range: 1 to 12000 (inclusive)
timeToForgetPlayer = 200
# If true, allows players who are disliked by Wandering Traders to continue to
# trade normally with them. A player is considered disliked if they are caught when
# trying to pickpocket a Wandering Trader's backpack.
# Valid values: true, false
dislikedPlayersCanTrade = false
# The amount of time (in ticks) a player has to wait before a Wandering Trader will
# like them again. If a player gets caught pickpocketing a Wandering Trader, the
# cooldown will be reset
# Valid range: 0 to 24000 (inclusive)
dislikeCooldown = 6000
# Instead of generating trades as loot in the Wandering Traders backpacks, only generate emeralds.
# Valid values: true, false
generateEmeraldsOnly = false
# The maximum multiplier to apply when generating loot in the Wandering Trader backpack.
# Valid range: 1 to 64 (inclusive)
maxLootMultiplier = 12
# The maximum size of an emerald stack that can generate in the Wandering Trader backpack.
# Valid range: 1 to 64 (inclusive)
maxEmeraldStack = 32
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#This is an example enum property
#Allowed Values: Hello, World
exampleEnum = "Hello"
#This is an example int property
exampleInt = 42
#This is an example int list property
exampleIntList = [12, 24]
#This is an example boolean property
exampleBoolean = true
#This is an example string property
exampleString = "Hello World"
#This is an example string list property
exampleStringList = ["Hello", "World"]
#This is an example enum list property
exampleEnumList = ["Hello", "World"]
#This is an example resource location set property
exampleResourceLocationSet = ["minecraft:dirt", "minecraft:diamond"]
[exampleCategory]
#This is an example string inside a category
innerField = "I am inside"
#This is an example float inside a category
exampleFloat = 42.84000015258789
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#This is an example enum property
#Allowed Values: Hello, World
exampleEnum = "Hello"
#This is an example int property
exampleInt = 42
#This is an example int list property
exampleIntList = [12, 24]
#This is an example boolean property
exampleBoolean = true
#This is an example string property
exampleString = "Hello World"
#This is an example string list property
exampleStringList = ["Hello", "World"]
#This is an example enum list property
exampleEnumList = ["Hello", "World"]
#This is an example resource location set property
exampleResourceLocationSet = ["minecraft:dirt", "minecraft:diamond"]
[exampleCategory]
#This is an example string inside a category
innerField = "I am inside"
#This is an example float inside a category
exampleFloat = 42.84000015258789
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#General settings
[general]
#modpackProjectID is now deprecated and will be removed soon
# Default: 0
# Range: > 0
modpackProjectID = 26637
#The name of the modpack
modpackName = "All of Create Aeronautics"
#The version of the modpack
modpackVersion = "v1.4"
#Use the metadata.json to determine the modpack version
#ONLY ENABLE THIS IF YOU KNOW WHAT YOU ARE DOING
useMetadata = false
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#Your partner ID to use in during the ordering process.
#Without this you will not be credited for the purchases.
#(Your partner id is not the same as your referral link, please check your client area to find your partner id at https://www.bisecthosting.com/partners/console.php).
partner_id = "2980"
#The id of this modpack.
#(This is BH internal pack id; Find the id here: https://www.bisecthosting.com/partners/console.php)
pack_id = "19493"
#Set this to false to disable pack config screen and enable user configs instead.
#This should always be done by the pack author once they are done with configuring the pack.
#To re-enable Pack Edit Mode, please edit the config file.
pack_edit_mode = true
[modules]
[modules.server_creator_banner]
enabled = true
#Modpack Configs
[modules.server_creator_banner.pack]
#The title to display at the top of the entry.
title = "Need a server? - Click here!"
#The description to display below the title.
description = "Use CODE: LunaPixel for 25% OFF!"
#Set this to true to use specific language translation keys.
#This requires a custom mod that adds resource files, such as OpenLoader.
#Use 'server_entry.title' key for the Title;
#Use 'server_entry.description' key for the Description.
use_language_files = false
[modules.public_server_list]
enabled = true
#Modpack Configs
[modules.public_server_list.pack]
#Open Public Screen List Button
[modules.public_server_list.pack.open_screen_button]
#The position of the button from the left of the screen.
#Set to -1 to default.
#Range: > -1
x = -1
#The position of the button from the top of the screen.
#Set to -1 to default.
#Range: > -1
y = -1
#The width of the button.
#Set to 0 to default.
#Range: 0 ~ 400
width = 0
#Turn the Public Server List button into a vanilla styled one.
#Causes default vanilla graphics and might help with compatibility with other mods.
vanillaButton = true
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#Your partner ID to use in during the ordering process.
#Without this you will not be credited for the purchases.
#(Your partner id is not the same as your referral link, please check your client area to find your partner id at https://www.bisecthosting.com/partners/console.php).
partner_id = "2980"
#The id of this modpack.
#(This is BH internal pack id; Find the id here: https://www.bisecthosting.com/partners/console.php)
pack_id = "26637"
#Set this to false to disable pack config screen and enable user configs instead.
#This should always be done by the pack author once they are done with configuring the pack.
#To re-enable Pack Edit Mode, please edit the config file.
pack_edit_mode = true
[modules.server_creator_banner]
enabled = true
#Modpack Configs
[modules.server_creator_banner.pack]
#The title to display at the top of the entry.
title = "Need a server? - Click here!"
#The description to display below the title.
description = "Use CODE: LunaPixel for 25% OFF!"
#Set this to true to use specific language translation keys.
#This requires a custom mod that adds resource files, such as OpenLoader.
#Use 'server_entry.title' key for the Title;
#Use 'server_entry.description' key for the Description.
use_language_files = false
[modules.public_server_list]
enabled = true
#Modpack Configs
[modules.public_server_list.pack]
#Open Public Screen List Button
[modules.public_server_list.pack.open_screen_button]
#The position of the button from the left of the screen.
#Set to -1 to default.
# Default: -1
# Range: > -1
x = -1
#The position of the button from the top of the screen.
#Set to -1 to default.
# Default: -1
# Range: > -1
y = -1
#The width of the button.
#Set to 0 to default.
# Default: 0
# Range: 0 ~ 400
width = 0
#Turn the Public Server List button into a vanilla styled one.
#Causes default vanilla graphics and might help with compatibility with other mods.
vanillaButton = true
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{
"delayModifier": {
"desc:": "Modifies the delay between songs(requires a game restart), lower = shorter delay (1.0 = vanilla). Default = 0.25",
"delayModifier": 0.35
},
"pitchVariance": {
"desc:": "Adds randomized pitch variance of up to the given value (e.g. 0.1), makes songs sound slightly different. default = 0",
"pitchVariance": 0.0
},
"musicVariance": {
"desc:": "Enables more varied music to be available for biomes chosen from similar other biomes, default = true",
"musicVariance": true
},
"smartMusic": {
"desc:": "Enables smart stopping of music, when the biome changes or player leaves a cave/water/night is over, default = true",
"smartMusic": true
},
"musicConditions": {
"desc:": "Sets the condition under which music from their respective categories is allowed to play. Required conditions need to be all met, a single matched disallowed conditions prevents it. Possible conditions are: [END, OVERWORLD, OTHERDIMENSIONS, NIGHT, CAVE, WATER, NETHER]",
"Biome": {
"requires": "[]",
"disallowed": "[]"
},
"Cave": {
"requires": "[CAVE]",
"disallowed": "[END, NETHER, WATER]"
},
"Night": {
"requires": "[NIGHT]",
"disallowed": "[END, CAVE, WATER, NETHER]"
},
"Water": {
"requires": "[WATER]",
"disallowed": "[NETHER, END]"
},
"Game": {
"requires": "[]",
"disallowed": "[END, WATER, NETHER]"
},
"End": {
"requires": "[END]",
"disallowed": "[]"
},
"Nether": {
"requires": "[NETHER]",
"disallowed": "[]"
}
},
"displayMusicPlayed": {
"desc:": "Shows currently played music in chat/log, default = false",
"displayMusicPlayed": false
},
"logloadedmusic": {
"desc:": "Prints the music files getting loaded into the latest.log, default = false",
"logloadedmusic": false
},
"maxConcurrentSounds": {
"desc:": "Set the maximum amount of times the same sound can play at the same time. Limits the amount of lag spamming sounds can create. Default = 10",
"maxConcurrentSounds": 10
}
}
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{
"misc": {},
"soulFruit": {
"ALLOW_SOUL_FRUIT_BLINDNESS": {
"comment": "Allow Soul Fruit to give the player blindness",
"value": true
},
"SOUL_FRUIT_BLINDNESS": {
"comment": "The duration of the blindness effect from Soul Fruit in Seconds, Value must be \u003e 0",
"value": 60
},
"SOUL_FRUIT_BLINDNESS_RANGE": {
"comment": "The range of the blindness effect from Soul Fruit in Blocks, Value must be \u003e 0",
"value": 25
}
}
}
@@ -0,0 +1,6 @@
{
"spawn": {
"man_o_war": true,
"oddion": true
}
}
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{
"trades": {
"disableTrades": {
"comment": "Disable All BWG Trades, If this is set to true none of the values below will matter",
"value": false
}
},
"villagerTrades": {
"allowBWGForagerTrades": {
"comment": "Allow BWG Forager Profession Trades",
"value": true
},
"enableBWGVanillaProfessionTradeAdditions": {
"comment": "Allows BWG Items to be added to Vanilla Profession Trades",
"value": true
}
},
"wanderingTraderTrades": {
"enableBWGItemsTrades": {
"comment": "Allows BWG Items to be added to Wandering Trader Offerings",
"value": true
}
}
}
@@ -0,0 +1,70 @@
{
// Which biomes are enabled, if disabled the biome will default to its vanilla counterpart for the given region
"enabled_biomes": {
"biomeswevegone:redwood_thicket": true,
"biomeswevegone:frosted_taiga": true,
"biomeswevegone:dacite_shore": true,
"biomeswevegone:enchanted_tangle": true,
"biomeswevegone:white_mangrove_marshes": true,
"biomeswevegone:cika_woods": true,
"biomeswevegone:mojave_desert": true,
"biomeswevegone:ebony_woods": true,
"biomeswevegone:rose_fields": true,
"biomeswevegone:temperate_grove": true,
"biomeswevegone:tropical_rainforest": true,
"biomeswevegone:rainbow_beach": true,
"biomeswevegone:crag_gardens": true,
"biomeswevegone:amaranth_grassland": true,
"biomeswevegone:fragment_jungle": true,
"biomeswevegone:maple_taiga": true,
"biomeswevegone:basalt_barrera": true,
"biomeswevegone:pumpkin_valley": true,
"biomeswevegone:orchard": true,
"biomeswevegone:weeping_witch_forest": true,
"biomeswevegone:bayou": true,
"biomeswevegone:allium_shrubland": true,
"biomeswevegone:araucaria_savanna": true,
"biomeswevegone:dead_sea": true,
"biomeswevegone:overgrowth_woodlands": true,
"biomeswevegone:windswept_desert": true,
"biomeswevegone:dacite_ridges": true,
"biomeswevegone:canadian_shield": true,
"biomeswevegone:eroded_borealis": false,
"biomeswevegone:coconino_meadow": true,
"biomeswevegone:frosted_coniferous_forest": true,
"biomeswevegone:howling_peaks": true,
"biomeswevegone:ironwood_gour": true,
"biomeswevegone:baobab_savanna": true,
"biomeswevegone:firecracker_chaparral": true,
"biomeswevegone:aspen_boreal": true,
"biomeswevegone:coniferous_forest": true,
"biomeswevegone:black_forest": true,
"biomeswevegone:zelkova_forest": true,
"biomeswevegone:sierra_badlands": true,
"biomeswevegone:lush_stacks": true,
"biomeswevegone:pale_bog": true,
"biomeswevegone:forgotten_forest": true,
"biomeswevegone:rugged_badlands": true,
"biomeswevegone:sakura_grove": true,
"biomeswevegone:prairie": true,
"biomeswevegone:crimson_tundra": true,
"biomeswevegone:skyrise_vale": true,
"biomeswevegone:cypress_swamplands": true,
"biomeswevegone:atacama_outback": true,
"biomeswevegone:jacaranda_jungle": true,
"biomeswevegone:red_rock_valley": true,
"biomeswevegone:shattered_glacier": true,
},
// How much each BWG region weighs. This weight applies to all 3 BWG Regions
"region_weight": 8,
// Whether to add bwg flowers and features to Vanilla Biomes (Config Option for Fabric Only)
"vanilla_additions": true,
// BWG Features that we add to Vanilla Biomes
"enabled_vanilla_additions": {
"biomeswevegone:palm_trees": true,
"biomeswevegone:vanilla/flower_plains": true,
"biomeswevegone:vanilla/flower_default": true,
"biomeswevegone:vanilla/flower_warm": true,
"biomeswevegone:vanilla/forest_flowers": true,
},
}
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#.
#Feature flags to enable or disable certain features of the mod.
[featureFlags]
#.
#Ability for the player to create chain drives using create's cogwheels.
cogwheelChainDrives = true
#.
#Ability for the player to create chain drives using the flanged gear cogwheels.
flangedChainDrives = true
#.
#Availability of the Chain Pulley block.
chainPulley = true
#.
#Availability of the Flywheel Bearing block. (In development)
experimentalFlywheelBearing = false
#.
#Availability of the weathered girder block.
weatheredGirder = true
#.
#Availability of the girder strut blocks.
girderStrut = true
#.
#Availability of Nixie Board block.
nixieBoard = true
#.
#Availability of Large Nixie Tube block.
largeNixieTube = true
#.
#Availability of the Lightbulb block.
lightbulb = true
#.
#Availability of the Brass Lamp block.
brassLamp = true
#.
#Availability of the Headlamp block.
headlamp = true
#.
#Availability of the Chair blocks.
chairs = true
#.
#Availability of the tile decoration blocks.
tiles = true
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#.
#(This block is in development, and disabled in feature flags by default) Determines whether the flywheel bearing should be able to function as kinetic storage, setting this to false this means it will be purely decorative.
flywheelBearingStorageCapability = false
#.
#(This block is in development, and disabled in feature flags by default) Multiplier for the kinetic storage capacity of flywheels mounted on flywheel bearings (if enabled). Values higher than one increase capacity. It is not recommended to set the value to 0, as you should disable the storage feature entirely.
# Default: 1.0
# Range: 0.0 ~ 100.0
flywheelStorageFactor = 1.0
#.
#Multiplier for the number of chains required for a cogwheel chain. Minimum cost is always 1 chain, unless this value is set to 0. Does not affect the number of chains returned by existing chain drives.
# Default: 1.0
# Range: 0.0 ~ 10.0
cogwheelChainDriveCostFactor = 1.0
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#Scale for screen shake effects
# Default: 1.0
# Range: 0.0 ~ 1.0
screenShakeScale = 1.0
#Max amount of sources that can contribute to screen shaking, adjustable for performance and preference reasons. 0 will disable the addition of shake sources
# Default: 256
# Range: > 0
maxScreenShakers = 256
#Determines if the experimental settings screen should be disabled
disableExperimentalSettingsScreen = true
#If no Slabfish hats should render at all, including on other players
disableSlabfishHats = false
#Slabfish patron hat settings.
[slabfishSettings]
#If the slabfish hat should be enabled
enabled = true
#If the slabfish hat's backpack should be enabled
backpackEnabled = true
#If the slabfish hat's sweater should be enabled
sweaterEnabled = true
#If the slabfish hat's custom type should be enabled. If false, the default swamp slabfish appears
typeEnabled = true
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#Blueprint's Modded Biome Slice System allows for datapacks and mods to add new biome areas to any dimension
#Changing the size values will affect the size of all modded biome areas in their respected dimension
#If the slice size for a dimension is undefined or not a positive integer, it will get ignored this value will get used instead
#To change the slice size for a specific dimension, use the 'blueprint:dimension/modded_biome_slice_sizes' datamap
# Default: 8
# Range: > 1
default_modded_biome_slice_size = 8
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[client]
#Toggle whether the item in hand should be rendered whilst the boat is moving
show_hands = true
#Items that will remain displayed in hand. Adding the character '*' after a Mod ID will include all items from the mod. E.g. 'modid:*'. If no Mod ID is specified before the '*' character, all items will be included. E.g. '*'
whitelisted_items = ["minecraft:filled_map"]
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[items.bone_meal]
#If tall flowers can be fertilized with Bone Meal to duplicate
"Tall flower fertilizing" = true
#If short flowers can be fertilized with Bone Meal to duplicate
"Short flower fertilizing" = true
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[general]
#General settings
#Silence the server-wide Wither spawn and death broadcast sounds.
silenceWither = true
#Silence the wandering trader's ambient sound.
silenceTrader = true
#Silence the server-wide Ender Dragon Death broadcast sound.
silenceDragon = true
#Silence the server-wide Thunder broadcast sound caused by the Lightning event
silenceLightning = true
#A list of sounds to silence, discoverable with the toggle command /listen
#enter one sound event per line with no commas.
silenceUs = [""]
#If enabled the console will load up spam showing what sounds are being received and whether or not they are being canceled
debugMode = false
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{
"renderPosition": "BEFORE_NAME",
"threeDeeNess": 0.0,
"offsetNonPlayerText": true,
"senderDetection": "UUID_AND_HEURISTIC",
"smartHeuristics": true,
"handleSystemMessages": true,
"drawShadow": true,
"nameAliases": { }
}
@@ -0,0 +1,3 @@
#.
#Store initial chunk heightmap data. Useful for some mods, disabled by default as it takes up much more space.
"Store Heightmap Info" = false
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{
"maxChunksPerTick": {
"desc:": "Maximum amount of chunks sent per tick to a player, increases dynamically with size of the backlog",
"maxChunksPerTick": 5
},
"debugLogging": {
"desc:": "Enable debug logging to show the amount of chunks sent/queued",
"debugLogging": false
}
}
@@ -0,0 +1,8 @@
#enables targeting depots with cardboard planes
enablePlaneLocationLogistics = true
#enables targeting players with cardboard planes
enablePlanePlayerLogistics = true
#enables integration with Create's Shop system that rewrites [player] addresses to the ordering player's nick)
enableShopAddressReplacement = true
#allows/disables planes for transporting items to another dimension
planeCrossDimTransport = true
@@ -0,0 +1,6 @@
#enables targeting depots with cardboard planes
enablePlaneLocationLogistics = true
#enables targeting players with cardboard planes
enablePlanePlayerLogistics = true
#enables integration with Create's Shop system that rewrites @player addresses to the ordering player's nick)
enableShopAddressReplacement = true
@@ -0,0 +1,10 @@
#enables targeting depots with cardboard planes
enablePlaneLocationLogistics = true
#enables targeting players with cardboard planes
enablePlanePlayerLogistics = true
#enables integration with Create's Shop system that rewrites "<>" address to the ordering player's nick)
enableShopAddressReplacement = true
#allows/disables planes for transporting items to another dimension
planeCrossDimTransport = true
#enables integration with Create's Shop system that rewrites "@player" addresses to the ordering player's nick)
atSignShopAddressReplacement = false
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{
// When enabled, transfer the held items and armour from replaced entities by any of the Entity Spawn mods which depend on Collective.
"transferItemsBetweenReplacedEntities": true,
// The amount of times Collective loops through possible mob drops to get them all procedurally. Drops are only generated when a dependent mod uses them. Lowering this can increase world load time but decrease accuracy.
// min: 1, max: 500
"loopsAmountUsedToGetAllEntityDrops": 100,
// The delay of the is-there-a-block-around-check around entities in ms. Used in mods which depends on a specific blockstate in the world. Increasing this number can increase TPS if needed.
// min: 0, max: 3600000
"findABlockCheckAroundEntitiesDelayMs": 30000,
// Enables pets for Patrons. Will be added in a future release.
"enablePatronPets": true
}
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{
"disableLoginLimits": {
"desc:": "Should login packet size limits be disabled? Error:(IOException(\"Payload may not be larger than 1048576 bytes\")) default:true",
"disableLoginLimits": true
},
"disablePacketLimits": {
"desc:": "Should play packet size limits be disabled? Error:(Badly compressed packet) default:true",
"disablePacketLimits": true
},
"disableChatVerificationDisconnect": {
"desc:": "(Clientside) Disables players disconnecting on chat message verification problems,(enable debugPrintMessages to see the message causing issues). default:true",
"disableChatVerificationDisconnect": true
},
"debugPrintMessages": {
"desc:": "Enable addition debug logging for networking errors. default:false",
"debugPrintMessages": false
},
"logintimeout": {
"desc:": "Set the max login timeout in seconds. default = 120",
"logintimeout": 120
},
"disconnectTimeout": {
"desc:": "Set the ingame disconnect timeout for disconnecting players. Default = 60sec",
"disconnectTimeout": 60
},
"packetHistoryMinutes": {
"desc:": "Set the amount of minutes for which network packet history data is saved. Default = 5 minutes",
"packetHistoryMinutes": 5
},
"malformedtraffic": {
"desc:": "Detection and blocking of malformed and/or malicious traffic",
"enabled": true,
"proxies:": "Add your proxy IP to the whitelist below, if you're using one(e.g. velocity) to avoid blocking the proxy's ip. Format: [\"127.0.0.1\", \"128.0.01\"] without the \\ ",
"proxywhitelist": []
},
"showFullResourceLocationException": {
"desc:": "Enable to see the full log output for all resource location exceptions. Default = false",
"showFullResourceLocationException": false
}
}
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{
"version": 1,
"hiddenMods": [],
"globalModAliases": {
"cloth_config": "cloth-config2",
"playeranimator": "player-animator"
},
"enableMixinSafeguard": true
}
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{
"connected_textures": true,
"emissive_textures": true,
"custom_block_layers": true,
"use_manual_culling": true
}
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#.
#Use more complex copycat models to improve appearance with certain materials.
useEnhancedModels = true
#.
#Disable warnings about graphics settings that may cause issues with the mod.
disableGraphicsWarnings = false
#.
#Colorize different parts of multi-state copycats to distinguish them visually.
colorizeMultiStates = false
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#.
#Disables the migration of placed copycats from old versions to new ones. Setting this to true may cause copycats to lose their textures when you upgrade this mod. Restart the game to apply changes.
disableMigration = false
#.
#Enable/disable features. Values on server override clients
[features]
#.
copycat_stacked_half_layer = true
copycat_vertical_stairs = true
copycat_byte = true
copycat_vertical_slice = true
copycat_wooden_pressure_plate = true
copycat_block = true
copycat_shaft = true
copycat_large_cogwheel = true
copycat_fence = true
copycat_wall = true
copycat_cogwheel = true
copycat_vertical_step = true
copycat_sliding_door = true
copycat_folding_door = true
copycat_slope_layer = true
copycat_light_weighted_pressure_plate = true
copycat_stairs = true
copycat_fence_gate = true
copycat_slab = true
copycat_board = true
copycat_wooden_button = true
copycat_trapdoor = true
copycat_stone_pressure_plate = true
copycat_pane = true
copycat_half_panel = true
copycat_slice = true
copycat_beam = true
copycat_door = true
copycat_iron_door = true
copycat_byte_panel = true
copycat_corner_slice = true
copycat_flat_pane = true
copycat_ghost_block = true
copycat_fluid_pipe = true
copycat_heavy_weighted_pressure_plate = true
copycat_iron_trapdoor = true
copycat_half_layer = true
copycat_stone_button = true
copycat_ladder = true
copycat_layer = true
copycat_slope = true
copycat_vertical_slope = true
copycat_vertical_half_layer = true
#.
#Enable/disable categories of features. Disabling a category hides all related features. Values on server override clients
[feature_categories]
#.
#.
#All copycats with a sloped surface
slopes = true
#.
#All copycats that support multiple materials in a single block
multistates = true
#.
#All copycats that can be resized by putting in more of the same copycat
stackables = true
#.
#All copycats that can emit a redstone signal
redstone = true
#.
#All copycats with extra functions/interactions
functional = true
#.
#All copycats mimicking blocks from Create
create = true
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#.
#Fine tune the kinetic stats of individual components
[stressValues.v1]
#.
#.
#[in Stress Units]
#Configure the individual stress impact of mechanical blocks. Note that this cost is doubled for every speed increase it receives.
[stressValues.v1.impact]
copycat_cogwheel = 0.0
copycat_large_cogwheel = 0.0
copycat_shaft = 0.0
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#The time (in real life days) deaths get stored
#-1 for infinite storage
#0 for not storing deaths at all
# Default: -1
# Range: > -1
death_storage_duration = -1
[corpse]
#The time passed (in ticks) after a corpse turns into a skeleton
# Default: 72000
# Range: > 0
skeleton_time = 72000
#If the corpse should lie on its face
lie_on_face = false
#If the corpse should wear the players equipment
show_equipment = true
#If the corpse should fall into the void
fall_into_void = false
#If the corpse should get removed when in lava
lava_damage = false
[corpse.access]
#If only the owner of the corpse can access the inventory
only_owner = false
#If everybody can access the corpse in the skeleton stage (Only if only_owner_access is set to true)
skeleton = false
[corpse.despawn]
#The time passed (in ticks) after a corpse despawns (only if empty)
# Default: 600
# Range: > 20
time = 600
#The time passed (in ticks) after a corpse despawns even if its not empty (-1 = never)
# Default: -1
# Range: > -1
force_time = -1
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#General settings of Crash Assistant mod.
[general]
#Link which will be opened in browser on request_help_button pressed.
#If equals CHANGE_ME, will open Forge/NeoForge/Fabric/Quilt discord link. Names of communities/channels also will be used not from config, but according to this link.
#Must start with 'https://' or 'www.'
help_link = "https://discord.gg/36Tv44cYte"
#With this option, you can select the formulation of the GUI (e.g., in the help buttons, title).
#Currently supported:
# - DISCORD: Uses terminology like 'join the Discord' and 'post in #channel'.
# - GITHUB: Uses terminology like 'visit the GitHub' and 'post into a new issue'.
formulation_type = "DISCORD"
#Anyways log will be uploaded to mclo.gs, but with this option you can wrap link to gnomebot.dev for better formatting.
#If help_link equals 'CHANGE_ME', this value will be ignored and gnomebot.dev used.
#Supported values: mclo.gs / gnomebot.dev
upload_to = "mclo.gs"
#Show gui on minecraft crashed on modloading and FML error screen displayed.
show_on_fml_error_screen = true
#Close old CrashAssistantApp if it's still running when starting a new instance of Minecraft, to avoid confusing player with window from old crash.
kill_old_app = true
#If options.txt doesn't exist, the default language will be used.
default_lang = "en_us"
#By default, crash assistant will get the value for the current language from the overrides folder, then from the jar.
#By changing this option, it will first try to get it from the current overrides, then (if no override exists for this language)
#from the override for the language specified here, and only then from the jar language.
#Use "NONE" to disable this feature. Or language key, like "en_us" to enable it.
priority_lang_for_overrides = "NONE"
#By changing this value you can disable creating "crash_assistant_localization_overrides" folder and placing "README.md" file there.
generate_localization_overrides_folder_with_readme = true
#By default our process is scanning for terminated processes(they can appear with delay) and after finish of scan enabling upload buttons.
#This option can prevent this and enable individual upload buttons immediately after crash.
#However can confuse users and make them clicking individual upload buttons instead of Upload All Button.
prevent_upload_buttons_delay = false
#Before uploading the first log, requires the user to accept the privacy policy.
#Disabling this option may be illegal in some countries if you are modpack creator. Disable at your own risk.
enable_privacy_policy_acceptance = true
#Unfortunately mclogs censoring ip-like versions as has no way to determine if it's version or IP.
#This will prevent this by replacing dot's in them to dot-like symbol.
#Anti censoring only versions, IP's are kept censored.
enable_mclogs_anti_ip_like_version_censorer = true
#Prevents creating "crash_assistant" folder in the logs folder.
#So this option prevents our app logging at all.
#HIGHLY UNRECOMMENDED to disable! Contains many useful info.
prevent_generating_crash_assistant_app_logs = false
#Generates "logs/stderr_stream.log" with stderr stream.
#Since many launchers are not saving this info, which is extremely helpful for debugging some crashes.
#As only where crash reason is present. Keeps original stream untouched, just logs it to a file.
generate_own_launcher_log = true
#Here you can change priority for logs.
#For example if you want crash report to be shown earlier than latest.log in the available logs list.
#Supported values: https://github.com/KostromDan/Crash-Assistant/blob/1.19-1.20.1/app/src/main/java/dev/kostromdan/mods/crash_assistant/app/logs_analyser/LogType.java
#Usage: ["CRASH_REPORT", "LOG"]
logs_priority_overrides = []
#List of blacklisted log files (checked with startswith()). This files won't show in GUI logs list.
blacklisted_logs = []
#A simplified GUI that hides the logs list until the user opts into Expert Mode.
[simple_mode]
#If enabled, the GUI starts in simple mode with logs hidden and a single "Show Logs (Expert Mode)" button.
#Disabled by default.
enabled = false
#If true, modpack creators always see the Expert Mode with logs visible, even if simple mode is enabled.
prevent_for_modpack_creators = true
#If true, hides the mod list changes section while simple mode is active.
hide_modlist_section = false
#Here you can change text of lang placeHolders.
#Also you can change any text in lang files.
#You don't need to modify jar. You can change it in config/crash_assistant/lang. For more info read README.md file located where.
[text]
#$CONFIG.text.support_name$ in lang files will be replaced with this value.
#For example this placeHolder used in: "Request help in the $CONFIG.text.support_name$"
#Recommended values: "Modpack-X Discord", "Modpack-X GitHub repository", etc.
support_name = "SkywardMC Discord"
#$CONFIG.text.support_place$ in lang files will be replaced with this value.
#Recommended values: "#support channel".
#In case of formulation type `GITHUB` won't be used.
support_place = "#support channel"
#$CONFIG.text.modpack_name$ in lang files will be replaced with this value.
#For example this placeHolder used in: "Oops, $CONFIG.text.modpack_name$ crashed!"
#Supports Better Compatibility Checker integration. You can use $BCC.modpackName$, $BCC.modpackVersion$, etc and it will be replaced with value from BCC config.
modpack_name = "Hammer"
#Settings of message generated by Upload all button
[generated_message]
#Add prefix before filename.
#This can prevent too small, hard to hit on mobile links.
#Recommended values: "### ".
prefix = "### "
#Separator between logs.
#If you want vertical logs, use "\n$PREFIX$".
logs_separator = " | "
#Adds line in log list about this Intel processor can be corrupted.
intel_corrupted_notification = true
#Adds line in log list about piracy/offline mode or if check failed.
piracy_notification = true
#If the modpack is created for a non-English-speaking audience, сhange this to the language the modpack is designed for.
#This lang will be used only for generating message by "Upload all..." button.Do not modify this value if there's a chance that the generated message will be sent to English-speaking communities.
generated_msg_lang = "en_us"
#This text will be under "$CONFIG.text.modpack_name$ crashed!" in generated message by Upload all button.
#You can include:
# * some form, which users should fill out.
# * additional information like Minecraft version, etc.
text_under_crashed = ""
#With this option you can notify user about something related with posting generated message.
#For example if they need to fill some option from "text_under_crashed", etc.
#Supports html formatting, placeholders.
#Leave empty to prevent showing this warning message.
warning_after_upload_all_button_press = ""
#Puts problematic frame from hs_err to message.
put_problematic_frame_to_message = true
#Puts analysis result(names of crash reasons) to message, instead of just count.
put_analysis_result_to_message = true
#Color modified mods count/analysis in msg with ANSI.
#Can be needed to be disabled if issues are reported to something not supporting ANSI codeblocks, like GitHub.
#If you disable this option, you may also want to remove "ansi" from "generated_message.ansi_block_pattern".
color_message = true
#Structure of the generated message.
#Variables:
#$HEADER$ - Title and upload link
#$TEXT_UNDER_CRASHED$ - Custom text from config
#$PREFIX$ - The prefix string
#$LOGS$ - The joined logs
#$PROBLEMATIC_FRAME$ - hs_err frame
#$ANALYSIS_RESULT$ - Analysis results
#$MODLIST_DIFF$ - Modlist changes
message_structure = "$HEADER$$TEXT_UNDER_CRASHED$$PREFIX$$LOGS$\n$PROBLEMATIC_FRAME$$ANALYSIS_RESULT$$MODLIST_DIFF$"
#Pattern for a single log line.
#Variables: $LOG_NAME$, $FILE_NAME$, $LINK$.
log_line_pattern = "$LOG_NAME$[$FILE_NAME$](<$LINK$>)"
#Pattern for a split log line (too large for single upload).
#Variables: $LOG_NAME$, $FILE_NAME$, $LINK_FIRST_LINES$, $LINK_LAST_LINES$, $TOO_BIG_REASONS$.
log_line_split_pattern = "$LOG_NAME$[$FILE_NAME$ <TOLOWER>$MSG_LANG.gui.split_log_dialog_head$</TOLOWER>](<$LINK_FIRST_LINES$>) / [<TOLOWER>$MSG_LANG.gui.split_log_dialog_tail$</TOLOWER>](<$LINK_LAST_LINES$>) $TOO_BIG_REASONS$"
#Pattern for ModList Diff and Analysis Results blocks.
#Variables: $PREFIX$, $HEADER$, $CONTENT$.
#If 'color_message' is false, remove 'ansi'.
ansi_block_pattern = "$PREFIX$$HEADER$\n```ansi\n$CONTENT$\n```"
#Pattern for formatting the problematic frame from hs_err.
#Variables: $CONTENT$
problematic_frame_pattern = "```java\n$CONTENT$\n```"
#Pattern for simple link notifications (e.g. Intel fix, Piracy check, KubeJS scripts).
#Variables: $TEXT$, $LINK$
link_notification_pattern = "[$TEXT$](<$LINK$>)"
#Pattern for the header of the modlist diff block (containing the link).
#Variables: $PART1$ (text before link), $PART2$ (text after link), $LINK$.
modlist_header_pattern = "[$PART1$](<$LINK$>)$PART2$"
#Settings of links copied by Upload and copy link buttons
[copied_links]
#With this option, you can customize how single links from individual upload buttons are copied, there
#log of small size was uploaded to a single link.
#For example, leave just $LINK$ to copy just link.
single_link = "$LOG_NAME$$FILE_NAME$: $LINK$"
#With this option, you can customize how links from individual upload buttons are copied, there
#log was split to the 2 parts (head and tail, due to too large size for single upload), but user only decided to copy only one of them (not message with both).
single_link_split = "$LOG_NAME$$FILE_NAME$($HEAD_OR_TAIL$): $LINK$ $TOO_BIG_REASONS$"
#With this option, you can customize how links from individual upload buttons are copied, there
#log was split to the 2 parts (head and tail, due to too large size for single upload), but user decided to copy message with both.
both_links_split = "$LOG_NAME$[$FILE_NAME$ <TOLOWER>$MSG_LANG.gui.split_log_dialog_head$</TOLOWER>](<$LINK_FIRST_LINES$>) / [<TOLOWER>$MSG_LANG.gui.split_log_dialog_tail$</TOLOWER>](<$LINK_LAST_LINES$>) $TOO_BIG_REASONS$"
#If enabled, disables the head/tail selection dialog for split logs on individual uploads and always copies message with both links.
skip_split_dialog = false
#Settings of modlist feature.
#Adds in generated msg block about which mods modpack user added/removed/updated.
#Also you can see diff by running '/crash_assistant modlist diff' command.
[modpack_modlist]
#Enable feature.
enabled = false
#nicknames of players, who considered as modpack creator.
#Only this players can overwrite modlist.json
#If this feature is enabled and this array is empty, will be appended with nickname of current player.
#-----------------------------------------------------------------------------------------------------
#Warning! This is not displayed anywhere, it's just tech param used for modlist feature to work correctly.
#Here must be actual nicknames of people who work with the modpack and publishing releases!
#-----------------------------------------------------------------------------------------------------
modpack_creators = []
#If enabled, modlist.json will be overwritten on every launch(first tick of TitleScreen),
#then game is launched by modpack creator.
#So you won't forget to save it before publishing.
#If you want to save manually: disable this and use '/crash_assistant modlist save' command.
auto_update = true
#If enabled, will add resourcepacks to modlist.json
#After filename where will be ' (resourcepack)' suffix.
add_resourcepacks = true
#If enabled, will add datapacks to modlist.json
#After filename where will be ' (datapacks)' suffix.
add_datapacks = true
#If enabled, will add modloader jar name to modlist, to easily track if user changed version of modloader.
add_modloader_jar_name = true
#If enabled, will add generated modlist.txt, with names of all mods / modids / mixin configs / jarjar mods info to logs.
add_modlist_txt_as_log = true
#Settings of too many changes warning feature.
#Notifies end users of the modpack and saying they made too many changes to the modpack.
#Not displayed to the modpack creators.
[too_many_changes_warning]
#Set to the positive integer to enable feature. Set to negative integer to disable.
#How many changes end user should make for warning to be displayed.
count = -1
#With this option, you can select the formulation of this warning, currently supported:
# - NOTIFY: Just saying to the end user that what they made many changes and adding random mods or clicking
#the "Update All" button is not a good idea without proper testing. It is expected to crash.
# - DROP_SUPPORT: Saying what you are not providing support for that amount of changes, suggesting the end user to
#re-install modpack or they are on their own with that amount of changes.
formulation_type = "NOTIFY"
#Settings of analysis feature.
#Analysing logs for most common reasons of crashes and displaying recommendations with fixes.
[analysis]
#Enable feature.
enabled = true
#By default if CA work in modpack mode and ran by the end user it won't display analysis if it blames mod which was part of original modpack.
#And will blame only mods which were added/updated by end users. By enabling this option you can bypass this and it will blame any mods.
trigger_on_original_modpack_mods = true
#Delay in seconds for the OK button when a crash reason is shown for the first time.
#Helps to ensure the user reads the recommendation.
#Set to 0 or -1 to disable the delay.
first_show_delay = 0
#Here you can disable some Analysis by class names.
#List of them can be found here: dev.kostromdan.mods.crash_assistant.app.logs_analyser.crash_reasons
#For example "Create6Addons"
blacklisted_reasons = []
#Settings of analysis tools feature.
#Here you can enable or disable showing some analysis tools for end user.
[analysis_tools]
#Enable feature.
enabled = true
#Here you can disable some Analysis tools by class names.
#List of them can be found here: dev.kostromdan.mods.crash_assistant.app.gui.analysis
#For example "MCreatorModDetectorGUI"
blacklisted_tools = []
#Settings of '/crash_assistant crash' command feature.
[crash_command]
#Enable feature.
enabled = true
#To ensure the user really wants to crash the game, the command needs to be run again within this amount of seconds.
#Set to <= 0 to disable the confirmation.
seconds = 10
#Settings of notifying about intel corrupted processors.
[intel_corrupted]
#Enable feature.
enabled = true
#Settings of notifying about piracy/offline mode.
[piracy]
#Enable feature.
#Note: This option is ignored if general.help_link is default (CHANGE_ME).
#Notifies if in your community (Discord/GitHub) piracy is not supported. Recommended to enable for modpacks.
enabled = true
#Delay in seconds for the OK button when piracy warning is shown.
#Set to 0 or -1 to disable the delay.
delay = 0
[greeting]
#You don't need to touch this option.
#On first world join of modpack creator if set to false shows greeting, then self enables.
shown_greeting = true
#Settings of scripting feature.
#Allows you to add custom scripts for log analysis.
#Scripts should be placed in config/crash_assistant/scripts/log_analysis folder.
[scripts]
#Enable feature.
enabled = false
#Enable Scripts IDE in the GUI.
ide_enabled = true
#By changing this value you can disable creating "scripts" folder and placing example scripts there.
generate_scripts_folder_with_example = true
#You can customise GUI with this options.
[gui_customisation]
#Name of a FlatLaf IntelliJ Themes file in config/crash_assistant folder or core theme name.
#If file doesn't exist and no core theme matches, themes will be disabled and Standard Swing look and feel used.
#Supported core themes: 'FlatLightLaf', 'FlatDarkLaf', 'FlatIntelliJLaf', 'FlatDarculaLaf', 'FlatMacLightLaf', 'FlatMacDarkLaf'.
#Supports any IntelliJ Theme file with '.theme.json' extension.
#If you prefer standard Swing look and feel, use 'Swing'.
#Look out our guide about theme support: https://github.com/KostromDan/Crash-Assistant/blob/pages/guides/Theme%20Support/Getting%20Started.md
theme_file_name = "Swing"
#Will hide Upload All Button from GUI.
disable_upload_all_button = false
#Append comment text with notice about sending screenshot of this gui tells nothing to modpack creators.
show_dont_send_screenshot_of_gui_notice = true
#Animate border to request user attention even more.
screenshot_of_gui_notice_animated_border = true
#You can make Upload All Button bigger/smaller to request user attention.
#Default Swing font size is 12, Default for this button in crash assistant is 16.
#Not recommended to set it more than 16, as it will affect the increase of GUI size because all text won't fit.
upload_all_button_font_size = 16
#Same as upload_all_button_font_size, but for Request Help button.
request_help_button_font_size = 16
#Same as upload_all_button_font_size, but for the Simple Mode toggle button.
simple_mode_button_font_size = 16
#You can change Upload All Button color to request user attention.
#format is "R_G_B", range is 0-255, for example "255_0_0" is red color. Use "default" to use default swing color.
#Default for this button is "0_178_0" (dark green color).
upload_all_button_foreground_color = "0_178_0"
#Same as upload_all_button_foreground_color, but for Request Help button.
#Default for this button is "0_0_178" (dark blue color).
request_help_button_foreground_color = "0_0_178"
#Same as upload_all_button_foreground_color, but for the Simple Mode toggle button.
simple_mode_button_foreground_color = "0_0_178"
#Same as upload_all_button_font_size, but for Auto-Fix button (in integrated GPU warning).
auto_fix_button_font_size = 16
#Same as upload_all_button_foreground_color, but for Auto-Fix button (in integrated GPU warning).
#Default for this button is "0_178_0" (dark green color).
auto_fix_button_foreground_color = "0_178_0"
#Color of the animated border for the screenshot notice.
#format is "R_G_B", range is 0-255, for example "255_0_0" is red color.
#Default for this is "255_0_0" (red color).
screenshot_of_gui_notice_animated_border_color = "255_0_0"
#Color of the text for the screenshot notice (inside the animated border).
#format is "R_G_B", range is 0-255, for example "255_0_0" is red color.
#Default for this is "255_0_0" (red color).
screenshot_of_gui_notice_text_color = "255_0_0"
#Color of the button blinking on success action (e.g. upload all finished).
#format is "R_G_B", range is 0-255.
#Default is "100_255_100" (light green).
blinking_button_success_color = "100_255_100"
#Color of the button blinking on attention request (e.g. click on link in description).
#format is "R_G_B", range is 0-255.
#Default is "100_100_255" (light blue).
blinking_button_attention_color = "100_100_255"
#Color of the button blinking on error (e.g. failed upload).
#format is "R_G_B", range is 0-255.
#Default is "255_100_100" (light red).
blinking_button_error_color = "255_100_100"
#Path to a modpack logo to display in the top of the GUI.
#Path is relative to the Minecraft instance folder. Leave empty to disable.
#WARNING: use only '/' path separator. '\' will corrupt config!
modpack_logo_path = ""
#If true, the logo will be larger, Replacing a some of `don't send screenshot` notice.
#If false, it will be smaller and logo will be end right where the `don't send screenshot` notice starts.
#You should try both, but most likely:
#- If you have some long text in the discord/github name, you will love the small one.
#- If the text is short, you will love the large one.
modpack_logo_large_mode = false
#Limit modpack logo height. Default is -1, which means it's calculated automatically.
#By default, this should not be needed. But if you have heavily customized GUI or using
#a rectangle logo instead of square, you may want to decrease its size, so this option could be needed in such case.
limit_modpack_logo_height = -1
#This option would be needed only if you limited modpack logo height.
#Otherwise, the logo will consume all available horizontal space.
#If true, the logo will be centered. If false, it will be aligned to the top.
modpack_logo_aligned_center = true
#Checks crash_assistant compatibility with other incompatible mods.
#Highly unrecommended to disable!
[compatibility]
#Enable feature.
enabled = true
#Options to help debug the Crash Assistant.
[debug]
#Debug option to crash immediately after Crash Assistant launched its process to conveniently debug it, configure it without need to manually crash.
crash_after_init = false
@@ -0,0 +1,56 @@
# Localizing and Customizing Crash Assistant
Hello, localizers and modpack creators!
This guide explains how to contribute new translations to the mod and how to customize the text for your own modpack.
## Contributing New Translations
We welcome contributions for new languages or improvements to existing ones!
To contribute, please create a **Pull Request** on our official GitHub repository with your new or modified language
files.
* **GitHub Repository:**
[https://github.com/KostromDan/Crash-Assistant/](https://github.com/KostromDan/Crash-Assistant/)
* **Language File Location:** The source files are located at
`common_config/src/main/resources/crash_assistant_localization` in the repository.
---
## Customizing Text for Your Modpack
If you want to change any text in the mod for your modpack, please **do not edit the JAR file directly**. Instead, use
the built-in override system.
### How to Override Text
1. Navigate to the `config/crash_assistant/crash_assistant_localization_overrides/` directory in your Minecraft
instance.
2. Create a JSON file named after the language you want to modify (e.g., `en_us.json`, `ru_ru.json`, etc.).
3. Inside this file, you only need to add the keys and values for the text you wish to change. Any key you define here
will take precedence over the default text packed inside the mod.
This method is perfect for tweaking a few lines of text or even adding a completely new, unsupported language to your
modpack.
### Priority Language Overrides
You can use the `general.priority_lang_for_overrides` config option to specify a primary language for your custom text.
* **How it works:** If you set this option to `"en_us"`, any custom text you place in the `en_us.json` override file
will be used as the default for **all other languages**, unless a specific override for that key exists in their
respective language files (e.g., in `de_de.json`). This is useful for ensuring your custom messages appear
consistently for all users, regardless of their selected language.
### Configuration Options
* You can prevent the `crash_assistant_localization_overrides` folder and this README file from being generated by
setting `general.generate_localization_overrides_folder_with_readme` to `false`.
### ⚠️ Important Warning
Standard Minecraft localization methods, such as **resource packs** or scripting mods like **KubeJS**,
**will not work**. Crash Assistant uses its own internal system to load language files to ensure it can display
messages correctly, even when the main game has crashed or hasn't fully loaded.
Please use the override folder as described above.
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,50 @@
// This is an example script for Crash Assistant.
// It detects if the crash was triggered manually by the user (F3 + C).
// You can use the 'Analysis' object to add warnings.
// If you want your custom warning to be localized, you can use the "config/crash_assistant/crash_assistant_localization_overrides" folder.
// Your custom keys with the prefix 'custom.' will NOT be automatically cleared as unused.
// Example: Analysis.addWarning(log, LanguageProvider.get("custom.manual_crash"));
// Full documentation and more examples: https://github.com/KostromDan/Crash-Assistant/blob/pages/guides/Scripting%20Support/Getting%20Started.md
// Request specific log types for analysis.
var requested_logs = LogsList.getLogs(CRASH_REPORT);
// You can request multiple log types: var requested_logs = LogsList.getLogs(LOG, CRASH_REPORT, HS_ERR, STDERR_STREAM)
// Warning: if you want to analyze WIN_EVENT log type, due to them coming with a delay, they are not available on the first launch of the script.
// In such a case, you must allow your script to run on second-time analysis calls (when the log is added later): Analysis.markRunAlways()
for (log : requested_logs) {
var log_text = log.getReader().getAllLinesString();
// If you want to get lines as a List<String>, not a single String, you can use: log.getReader().getAllLinesList()
// If you want to get not the entire log, but the last 100 lines as a List<String>, you can use: log.getReader().getLastNLines(100); or the first lines: log.getReader().getFirstNLines(10)
// You can use standard Java regex classes (Pattern, Matcher) if you need to extract specific data (like a version number) from the log.
// However, if you just need a simple true/false check, you can use the 'RegexChecker' utility for convenience.
// It can check multiple patterns at once.
// RegexChecker.logContainsOneOfPatterns returns true if ANY of the patterns match.
// You can give this function any number of patterns.
var pattern1 = "Description: Manually triggered debug crash";
var pattern2 = "Caused by: java\\.lang\\.Throwable: Manually triggered debug crash";
if (RegexChecker.logContainsOneOfPatterns(log, pattern1, pattern2)) {
// If you don't want to use localization, you can just pass a raw string (supports HTML tags and formatting):
// Analysis.addWarning(log, "Manual crash detected!");
// Using internal localization key shipped with mod:
var warn = Analysis.addWarning(log, LanguageProvider.get("custom.manual_crash"));
// Now the String received from LanguageProvider.get("custom.manual_crash") will be displayed to the user as a warning.
// If you don't need the additional options below, you can call Analysis.addWarning(...) without assigning it to a variable.
// You can add a 'don't show again' checkbox, so the user can prevent this warning from showing in the future.
// Needs a unique key, by which it'll recognize this 'don't show again' choice from others.
warn.withDontShowAgain("manual_crash_warning");
// If you want to ensure the user will read the warning, you can set a delay in seconds for the OK button, so the user can't immediately close it.
// We set it to 0 because we don't want one and it's just an example.
warn.withOkDelay(0);
// You can set the priority for this warning. Warnings with higher priority are shown first.
warn.withPriority(10001);
}
}
@@ -0,0 +1,31 @@
var allMods = ModListUtils.getCurrentModList(true);
var mods = ModListUtils.getCurrentModListMappedToModId();
var m_essential = mods.get("essential");
if (m_essential != null) {
var warn = Startup.addCrashWarning("The Essential mod(<strong>" + m_essential.jarName + "</strong>) is completely incompatible with all of our modpacks, and there's no reason to use it.\nAll of our modpacks already come with built-in, free world hosting, by clicking the <strong>Share World</strong> button in the <strong>Open to LAN</strong> menu. If you are ever playing a modpack not made by Lunapixel, you can use mods such as e4mc or World Host to host your world instead of Essential, as Essential has many issues.");
warn.withModActions(m_essential);
Startup.markForCrash();
}
var m_essential_container = mods.get("essential-container");
if (m_essential_container != null) {
var warn = Startup.addCrashWarning("The Essential mod(<strong>" + m_essential_container.jarName + "</strong>) is completely incompatible with all of our modpacks, and there's no reason to use it.\nAll of our modpacks already come with built-in, free world hosting, by clicking the <strong>Share World</strong> button in the <strong>Open to LAN</strong> menu. If you are ever playing a modpack not made by Lunapixel, you can use mods such as e4mc or World Host to host your world instead of Essential, as Essential has many issues.");
warn.withModActions(m_essential_container);
Startup.markForCrash();
}
var m_e4mc_minecraft = mods.get("e4mc_minecraft");
if (m_e4mc_minecraft != null) {
var warn = Startup.addCrashWarning("e4mc is not needed, as all of our modpacks already has our custom fork of the e4mc mod included. If you are having issues with our own world sharing, hosting a server on your own PC via the serverpack is easy. You can learn more here: https://github.com/chorbintime/LPS-readme/wiki");
warn.withModActions(m_e4mc_minecraft);
Startup.markForCrash();
}
var m_tlskincape = mods.get("tlskincape");
if (m_tlskincape != null) {
var warn = Startup.addCrashWarning("It appears that you are using TLauncher, a launcher known to be infected with spyware that can steal your passwords and monitor your computer activity. TLauncher also does not install modpacks correctly, which results in many missing files that will potentially break the modpack. It is heavily encouraged to delete all traces of TLauncher off of your computer, do an antivirus scan, and buy Minecraft so you can use a better launcher, such as https://atlauncher.com/downloads.");
warn.withModActions(m_tlskincape);
Startup.markForCrash();
}
@@ -0,0 +1,96 @@
// This is an example script for Crash Assistant.
// It designed to demonstrate abilities of startup scripts and by default warn about over allocation of ram (more than system can provide).
// With startup scripts you can do including but not limited:
// - Analyse ram alloction.
// - Analyse jvm / minecraft args.
// - Analyse modlist for incompatible / removed neccery mods.
// Full documentation and more examples: https://github.com/KostromDan/Crash-Assistant/blob/pages/guides/Scripting%20Support/Getting%20Started.md
// --- Configuration Area ---
var MIN_CRITICAL_GB = 4.0;
var MIN_RECOMMENDED_GB = 8.0;
var MAX_RECOMMENDED_GB = 12.0;
// --------------------------
// Most options are commented out. Please uncomment them to enable them.
var xmxBytes = MemoryUtils.getJvmMaxHeapBytes();
var xmxGB = MemoryUtils.bytesToGigabytes(xmxBytes);
var formattedXmx = MemoryUtils.formatMemorySize(xmxBytes);
// 1. Critical Minimum Check
//if (xmxGB < MIN_CRITICAL_GB) {
// var msg = LanguageProvider.get("custom.critical_min");
// msg = msg.replace("$XMX$", formattedXmx);
// msg = msg.replace("$MIN_RECOMMENDED$", MIN_RECOMMENDED_GB.toString());
// var warn = Startup.addBootWarning(msg);
// warn.withMemoryAllocationGuide();
//}
// 2. Minimum Recommended Check
//else if (xmxGB < MIN_RECOMMENDED_GB) {
// var msg = LanguageProvider.get("custom.min_recommended");
// msg = msg.replace("$XMX$", formattedXmx);
// msg = msg.replace("$MIN_RECOMMENDED$", MIN_RECOMMENDED_GB.toString());
// var lowMemWarn = Startup.addBootWarning(msg);
// lowMemWarn.withDontShowAgain("low_memory_check");
// lowMemWarn.withMemoryAllocationGuide();
//}
// 3. Excessive Allocation Check
// Warning starts exactly when Xmx exceeds MAX_RECOMMENDED_GB.
//if (xmxGB > MAX_RECOMMENDED_GB) {
// var msg = LanguageProvider.get("custom.excessive_allocation");
// msg = msg.replace("$XMX$", formattedXmx);
// msg = msg.replace("$MIN_RECOMMENDED$", MIN_RECOMMENDED_GB.toString());
// msg = msg.replace("$MAX_RECOMMENDED$", MAX_RECOMMENDED_GB.toString());
// var excessiveMemWarn = Startup.addBootWarning(msg);
// excessiveMemWarn.withDontShowAgain("excessive_memory_check");
// excessiveMemWarn.withMemoryAllocationGuide();
//}
// 4. Over-Allocation vs Total Capacity Check (Hardware Limit)
var totalSystemCapacity = MemoryUtils.getSystemTotalMemoryBytes() + MemoryUtils.getSystemTotalSwapBytes();
var exceedsTotalSystemCapacity = xmxBytes > totalSystemCapacity;
if (exceedsTotalSystemCapacity) {
var msg = LanguageProvider.get("custom.over_allocation");
msg = msg.replace("$XMX$", formattedXmx);
msg = msg.replace("$TOTAL_CAPACITY$", MemoryUtils.formatMemorySize(totalSystemCapacity));
var warn = Startup.addBootWarning(msg);
warn.withMemoryAllocationGuide();
}
// 5. High System Load Check (Current Capacity)
var systemAvailable = MemoryUtils.getSystemFreeMemoryBytes() + MemoryUtils.getSystemFreeSwapBytes();
var jvmAllocated = MemoryUtils.getJvmAllocatedMemoryBytes();
var stillNeeded = xmxBytes - jvmAllocated;
if (PlatformHelp.isWindows() && !exceedsTotalSystemCapacity && xmxBytes > 0 && stillNeeded > 0 && systemAvailable < stillNeeded) {
var msg = LanguageProvider.get("custom.high_system_load");
msg = msg.replace("$XMX$", formattedXmx);
msg = msg.replace("$AVAILABLE$", MemoryUtils.formatMemorySize(systemAvailable));
var highLoadWarn = Startup.addBootWarning(msg);
highLoadWarn.withDontShowAgain("high_system_load_check");
highLoadWarn.withMemoryAllocationGuide();
}
// 6. Windows Swap/Pagefile Check
//if (PlatformHelp.isWindows() && MemoryUtils.getSystemTotalSwapBytes() == 0) {
// var msg = LanguageProvider.get("custom.windows_no_swap");
// msg = msg.replace("$XMX$", formattedXmx);
// var noSwapWarn = Startup.addBootWarning(msg);
// noSwapWarn.withDontShowAgain("windows_no_swap_check");
// noSwapWarn.withMemoryAllocationGuide();
//}
// 7. Large Heap / ZGC Advice
//var jvmArgs = ArgUtils.getSafeJvmArgs();
//var launchArgs = ArgUtils.getSafeLaunchArgs();
//if (xmxGB > 12.0 && !jvmArgs.contains("-XX:+UseZGC")) {
// var msg = LanguageProvider.get("custom.large_heap_zgc");
// msg = msg.replace("$XMX$", formattedXmx);
// var zgcWarn = Startup.addBootWarning(msg);
// zgcWarn.withDontShowAgain("zgc_recommendation_check");
// zgcWarn.withJvmArgsGuide();
//}
+146
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#.
#Client-only settings - If you're looking for general settings, look inside your worlds serverconfig folder!
[client]
#.
#Show item descriptions on Shift and controls on Ctrl.
enableTooltips = true
#.
#Display a tooltip when looking at overstressed components.
enableOverstressedTooltip = true
#.
#Log a stack-trace when rendering issues happen within a moving contraption.
explainRenderErrors = false
#.
#Higher density means more spawned particles.
# Default: 0.5
# Range: 0.0 ~ 1.0
fanParticleDensity = 0.5
#.
#[in Blocks]
#Maximum Distance to the player at which items in Blocks' filter slots will be displayed
# Default: 10.0
# Range: 1.0 ~ 3.4028234663852886E38
filterItemRenderDistance = 10.0
#.
#Choose the menu row that the Create config button appears on in the main menu
#Set to 0 to disable the button altogether
# Default: 2
# Range: 0 ~ 4
mainMenuConfigButtonRow = 2
#.
#Offset the Create config button in the main menu by this many pixels on the X axis
#The sign (-/+) of this value determines what side of the row the button appears on (left/right)
# Default: -4
# Range: > -2147483648
mainMenuConfigButtonOffsetX = -4
#.
#Choose the menu row that the Create config button appears on in the in-game menu
#Set to 0 to disable the button altogether
# Default: 3
# Range: 0 ~ 5
ingameMenuConfigButtonRow = 3
#.
#Offset the Create config button in the in-game menu by this many pixels on the X axis
#The sign (-/+) of this value determines what side of the row the button appears on (left/right)
# Default: -4
# Range: > -2147483648
ingameMenuConfigButtonOffsetX = -4
#.
#Setting this to true will prevent Create from sending you a warning when playing with Fabulous graphics enabled
ignoreFabulousWarning = false
#.
#Disable to prevent being rotated while seated on a Moving Contraption
rotateWhenSeated = true
#.
#Configure your vision range when submerged in Create's custom fluids
[client.fluidFogSettings]
#.
#The vision range through honey will be multiplied by this factor
# Default: 1.0
# Range: 0.125 ~ 256.0
honey = 1.0
#.
#The vision range though chocolate will be multiplied by this factor
# Default: 1.0
# Range: 0.125 ~ 256.0
chocolate = 1.0
#.
#Settings for the Goggle Overlay
[client.goggleOverlay]
#.
#Offset the overlay from goggle- and hover- information by this many pixels on the respective axis; Use /create overlay
# Default: 20
# Range: > -2147483648
overlayOffsetX = 20
#.
#Offset the overlay from goggle- and hover- information by this many pixels on the respective axis; Use /create overlay
# Default: 0
# Range: > -2147483648
overlayOffsetY = 0
#.
#Enable this to use your custom colors for the Goggle- and Hover- Overlay
customColorsOverlay = false
#.
#The custom background color to use for the Goggle- and Hover- Overlays, if enabled
#[in Hex: #AaRrGgBb]
#[@cui:IntDisplay:#]
# Default: -267386864
# Range: > -2147483648
customBackgroundOverlay = -267386864
#.
#The custom top color of the border gradient to use for the Goggle- and Hover- Overlays, if enabled
#[in Hex: #AaRrGgBb]
#[@cui:IntDisplay:#]
# Default: 1347420415
# Range: > -2147483648
customBorderTopOverlay = 1347420415
#.
#The custom bot color of the border gradient to use for the Goggle- and Hover- Overlays, if enabled
#[in Hex: #AaRrGgBb]
#[@cui:IntDisplay:#]
# Default: 1344798847
# Range: > -2147483648
customBorderBotOverlay = 1344798847
#.
#Sound settings
[client.sound]
#.
#Make cogs rumble and machines clatter.
enableAmbientSounds = true
#.
#Maximum volume modifier of Ambient noise
# Default: 0.10000000149011612
# Range: 0.0 ~ 1.0
ambientVolumeCap = 0.10000000149011612
#.
#Mod Integration and JEI
[client.jeiIntegration]
#.
#Whether to auto-update the JEI search when searching in the stock keeper UI
syncJeiSearch = true
#.
#Railway related settings
[client.trains]
#.
#How far away the Camera should zoom when seated on a train
# Default: 3.0
# Range: 0.0 ~ 3.4028234663852886E38
mountedZoomMultiplier = 3.0
#.
#Display nodes and edges of a Railway Network while f3 debug mode is active
showTrackGraphOnF3 = false
#.
#Additionally display materials of a Rail Network while f3 debug mode is active
showExtendedTrackGraphOnF3 = false
#.
#Display Track Networks and Trains on supported map mods
showTrainMapOverlay = true
#.
#Track Network Color on maps
#Allowed Values: RED, GREY, WHITE
trainMapColorTheme = "RED"
+147
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#.
#Client-only settings - If you're looking for general settings, look inside your worlds serverconfig folder!
[client]
#.
#Show item descriptions on Shift and controls on Ctrl.
enableTooltips = true
#.
#Display a tooltip when looking at overstressed components.
enableOverstressedTooltip = true
#.
#Log a stack-trace when rendering issues happen within a moving contraption.
explainRenderErrors = false
#.
#Higher density means more spawned particles.
# Default: 0.5
# Range: 0.0 ~ 1.0
fanParticleDensity = 0.5
#.
#[in Blocks]
#Maximum Distance to the player at which items in Blocks' filter slots will be displayed
# Default: 10.0
# Range: 1.0 ~ 3.4028234663852886E38
filterItemRenderDistance = 10.0
#.
#Choose the menu row that the Create config button appears on in the main menu
#Set to 0 to disable the button altogether
# Default: 2
# Range: 0 ~ 4
mainMenuConfigButtonRow = 2
#.
#Offset the Create config button in the main menu by this many pixels on the X axis
#The sign (-/+) of this value determines what side of the row the button appears on (left/right)
# Default: -4
# Range: > -2147483648
mainMenuConfigButtonOffsetX = -4
#.
#Choose the menu row that the Create config button appears on in the in-game menu
#Set to 0 to disable the button altogether
# Default: 3
# Range: 0 ~ 5
ingameMenuConfigButtonRow = 3
#.
#Offset the Create config button in the in-game menu by this many pixels on the X axis
#The sign (-/+) of this value determines what side of the row the button appears on (left/right)
# Default: -4
# Range: > -2147483648
ingameMenuConfigButtonOffsetX = -4
#.
#Setting this to true will prevent Create from sending you a warning when playing with Fabulous graphics enabled
ignoreFabulousWarning = false
#.
#Disable to prevent being rotated while seated on a Moving Contraption
rotateWhenSeated = true
#.
#Configure your vision range when submerged in Create's custom fluids
[client.fluidFogSettings]
#.
#The vision range through honey will be multiplied by this factor
# Default: 1.0
# Range: 0.125 ~ 256.0
honey = 1.0
#.
#The vision range though chocolate will be multiplied by this factor
# Default: 1.0
# Range: 0.125 ~ 256.0
chocolate = 1.0
#.
#Settings for the Goggle Overlay
[client.goggleOverlay]
#.
#Offset the overlay from goggle- and hover- information by this many pixels on the respective axis; Use /create overlay
# Default: 20
# Range: > -2147483648
overlayOffsetX = 20
#.
#Offset the overlay from goggle- and hover- information by this many pixels on the respective axis; Use /create overlay
# Default: 0
# Range: > -2147483648
overlayOffsetY = 0
#.
#Enable this to use your custom colors for the Goggle- and Hover- Overlay
customColorsOverlay = false
#.
#The custom background color to use for the Goggle- and Hover- Overlays, if enabled
#[in Hex: #AaRrGgBb]
#[@cui:IntDisplay:#]
# Default: -267386864
# Range: > -2147483648
customBackgroundOverlay = -267386864
#.
#The custom top color of the border gradient to use for the Goggle- and Hover- Overlays, if enabled
#[in Hex: #AaRrGgBb]
#[@cui:IntDisplay:#]
# Default: 1347420415
# Range: > -2147483648
customBorderTopOverlay = 1347420415
#.
#The custom bot color of the border gradient to use for the Goggle- and Hover- Overlays, if enabled
#[in Hex: #AaRrGgBb]
#[@cui:IntDisplay:#]
# Default: 1344798847
# Range: > -2147483648
customBorderBotOverlay = 1344798847
#.
#Sound settings
[client.sound]
#.
#Make cogs rumble and machines clatter.
enableAmbientSounds = true
#.
#Maximum volume modifier of Ambient noise
# Default: 0.10000000149011612
# Range: 0.0 ~ 1.0
ambientVolumeCap = 0.10000000149011612
#.
#Railway related settings
[client.trains]
#.
#How far away the Camera should zoom when seated on a train
# Default: 3.0
# Range: 0.0 ~ 3.4028234663852886E38
mountedZoomMultiplier = 3.0
#.
#Display nodes and edges of a Railway Network while f3 debug mode is active
showTrackGraphOnF3 = false
#.
#Additionally display materials of a Rail Network while f3 debug mode is active
showExtendedTrackGraphOnF3 = false
#.
#Display Track Networks and Trains on supported map mods
showTrainMapOverlay = true
#.
#Track Network Color on maps
#Allowed Values: RED, GREY, WHITE
trainMapColorTheme = "RED"
#.
#Mod Integration and Recipe Viewer
[client.recipeViewerIntegration]
#.
#How Recipe Viewer search should interact with Stock Keepers
#Allowed Values: SYNC_BOTH, SYNC_FROM_JEI, SYNC_FROM_STOCK_KEEPER, NONE
syncRecipeViewerSearch = "SYNC_BOTH"
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#.
#Modify Create's impact on your terrain
[worldgen]
#.
#.
#Prevents all worldgen added by Create from taking effect
disableWorldGen = false
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#.
#The Backbone of Create
[infrastructure]
#.
#[in Ticks]
#The amount of time a server waits before sending out tickrate synchronization packets.
#These packets help animations to be more accurate when tps is below 20.
# Default: 20
# Range: > 5
tickrateSyncTimer = 20
#.
#Packmakers' control panel for internal recipe compat
[recipes]
#.
#.
#Allow the Mechanical Press to process entire stacks at a time.
bulkPressing = false
#.
#Allow the Mechanical Saw to process entire stacks at a time.
bulkCutting = false
#.
#Allow supported potions to be brewed by a Mechanical Mixer + Basin.
allowBrewingInMixer = true
#.
#Allow any shapeless crafting recipes to be processed by a Mechanical Mixer + Basin.
allowShapelessInMixer = true
#.
#Allow any single-ingredient 2x2 or 3x3 crafting recipes to be processed by a Mechanical Press + Basin.
allowShapedSquareInPress = true
#.
#Allow any standard crafting recipes to be processed by Mechanical Crafters.
allowRegularCraftingInCrafter = true
#.
#The Maximum amount of ingredients that can be used to craft Firework Rockets using Mechanical Crafters.
# Default: 9
# Range: > 1
maxFireworkIngredientsInCrafter = 9
#.
#Allow any stonecutting recipes to be processed by a Mechanical Saw.
allowStonecuttingOnSaw = true
#.
#Allow Spouts to interact with Casting Tables and Basins from Tinkers' Construct.
allowCastingBySpout = true
#.
#Display vanilla Log-stripping interactions in JEI.
displayLogStrippingRecipes = true
#.
#The amount of Light sources destroyed before Chromatic Compound turns into Refined Radiance.
# Default: 10
# Range: > 1
lightSourceCountForRefinedRadiance = 10
#.
#Allow the standard in-world Refined Radiance recipes.
enableRefinedRadianceRecipe = true
#.
#Allow the standard in-world Shadow Steel recipe.
enableShadowSteelRecipe = true
#.
#Parameters and abilities of Create's kinetic mechanisms
[kinetics]
#.
#.
#Disable the Stress mechanic altogether.
disableStress = false
#.
#Maximum length in blocks of mechanical belts.
# Default: 20
# Range: > 5
maxBeltLength = 20
#.
#Maximum length in blocks of chain conveyor connections.
# Default: 32
# Range: > 5
maxChainConveyorLength = 32
#.
#Maximum amount of connections each chain conveyor can have.
# Default: 4
# Range: > 1
maxChainConveyorConnections = 4
#.
#Damage dealt by active Crushing Wheels.
# Default: 4
# Range: > 0
crushingDamage = 4
#.
#[in Revolutions per Minute]
#Maximum allowed rotation speed for any Kinetic Block.
# Default: 256
# Range: > 64
maxRotationSpeed = 256
#.
#Select what mobs should ignore Deployers when attacked by them.
#Allowed Values: ALL, CREEPERS, NONE
ignoreDeployerAttacks = "CREEPERS"
#.
#Game ticks between Kinetic Blocks checking whether their source is still valid.
# Default: 60
# Range: > 5
kineticValidationFrequency = 60
#.
#multiplier used for calculating exhaustion from speed when a crank is turned.
# Default: 0.009999999776482582
# Range: 0.0 ~ 1.0
crankHungerMultiplier = 0.009999999776482582
#.
#Amount of sail-type blocks required for a windmill to assemble successfully.
# Default: 8
# Range: > 0
minimumWindmillSails = 8
#.
#Number of sail-type blocks required to increase windmill speed by 1RPM.
# Default: 8
# Range: > 1
windmillSailsPerRPM = 8
#.
#Max Distance in blocks a Weighted Ejector can throw
# Default: 32
# Range: > 0
maxEjectorDistance = 32
#.
#Time in ticks until the next item launched by an ejector scans blocks for potential collisions
# Default: 120
# Range: > 10
ejectorScanInterval = 120
#.
#Encased Fan
[kinetics.encasedFan]
#.
#Maximum distance in blocks Fans can push entities.
# Default: 20
# Range: > 5
fanPushDistance = 20
#.
#Maximum distance in blocks from where Fans can pull entities.
# Default: 20
# Range: > 5
fanPullDistance = 20
#.
#Game ticks between Fans checking for anything blocking their air flow.
# Default: 30
# Range: > 10
fanBlockCheckRate = 30
#.
#[in Revolutions per Minute]
#Rotation speed at which the maximum stats of fans are reached.
# Default: 256
# Range: > 64
fanRotationArgmax = 256
#.
#Game ticks required for a Fan-based processing recipe to take effect.
# Default: 150
# Range: > 0
fanProcessingTime = 150
#.
#Moving Contraptions
[kinetics.contraptions]
#.
#Maximum amount of blocks in a structure movable by Pistons, Bearings or other means.
# Default: 2048
# Range: > 1
maxBlocksMoved = 2048
#.
#Maximum value of a chassis attachment range.
# Default: 16
# Range: > 1
maxChassisRange = 16
#.
#Maximum amount of extension poles behind a Mechanical Piston.
# Default: 64
# Range: > 1
maxPistonPoles = 64
#.
#Max length of rope available off a Rope Pulley.
# Default: 384
# Range: > 1
maxRopeLength = 384
#.
#Maximum allowed distance of two coupled minecarts.
# Default: 32
# Range: > 1
maxCartCouplingLength = 32
#.
#Maximum depth of blocks filled in using a Mechanical Roller.
# Default: 12
# Range: > 1
rollerFillDepth = 12
#.
#Whether minecart contraptions can be picked up in survival mode.
survivalContraptionPickup = true
#.
#Configure how Spawner blocks can be moved by contraptions.
#Allowed Values: MOVABLE, NO_PICKUP, UNMOVABLE
movableSpawners = "NO_PICKUP"
#.
#Configure how Budding Amethyst can be moved by contraptions.
#Allowed Values: MOVABLE, NO_PICKUP, UNMOVABLE
amethystMovement = "NO_PICKUP"
#.
#Configure how Obsidian blocks can be moved by contraptions.
#Allowed Values: MOVABLE, NO_PICKUP, UNMOVABLE
movableObsidian = "UNMOVABLE"
#.
#Configure how Reinforced Deepslate blocks can be moved by contraptions.
#Allowed Values: MOVABLE, NO_PICKUP, UNMOVABLE
movableReinforcedDeepslate = "UNMOVABLE"
#.
#Whether items mined or harvested by contraptions should be placed in their mounted storage.
moveItemsToStorage = true
#.
#Whether harvesters should break crops that aren't fully grown.
harvestPartiallyGrown = false
#.
#Whether harvesters should replant crops after harvesting.
harvesterReplants = true
#.
#Whether minecart contraptions can be placed into container items.
minecartContraptionInContainers = false
#.
#Whether stabilised bearings create a separated entity even on non-rotating contraptions.
#[Technical]
stabiliseStableContraptions = false
#.
#Whether the players hitbox should be expanded to the size of the contraption hitbox.
#[Technical]
syncPlayerPickupHitboxWithContraptionHitbox = false
#.
#Whether to prevent block dropping when contraption is placed inside in-world blocks.
noDropWhenContraptionReplaceBlocks = false
#.
#Configure speed/capacity levels for requirements and indicators.
[kinetics.stats]
#.
#[in Revolutions per Minute]
#Minimum speed of rotation to be considered 'medium'
# Default: 30.0
# Range: 0.0 ~ 4096.0
mediumSpeed = 30.0
#.
#[in Revolutions per Minute]
#Minimum speed of rotation to be considered 'fast'
# Default: 100.0
# Range: 0.0 ~ 65535.0
fastSpeed = 100.0
#.
#[in Stress Units]
#Minimum stress impact to be considered 'medium'
# Default: 4.0
# Range: 0.0 ~ 4096.0
mediumStressImpact = 4.0
#.
#[in Stress Units]
#Minimum stress impact to be considered 'high'
# Default: 8.0
# Range: 0.0 ~ 65535.0
highStressImpact = 8.0
#.
#[in Stress Units]
#Minimum added Capacity by sources to be considered 'medium'
# Default: 256.0
# Range: 0.0 ~ 4096.0
mediumCapacity = 256.0
#.
#[in Stress Units]
#Minimum added Capacity by sources to be considered 'high'
# Default: 1024.0
# Range: 0.0 ~ 65535.0
highCapacity = 1024.0
#.
#Fine tune the kinetic stats of individual components
[kinetics.stressValues.v2]
#.
#.
#[in Stress Units]
#Configure the individual stress impact of mechanical blocks. Note that this cost is doubled for every speed increase it receives.
[kinetics.stressValues.v2.impact]
brass_encased_shaft = 0.0
turntable = 4.0
clutch = 0.0
mechanical_mixer = 4.0
gearbox = 0.0
mechanical_bearing = 4.0
copper_backtank = 4.0
hose_pulley = 4.0
display_board = 0.0
crushing_wheel = 8.0
adjustable_chain_gearshift = 0.0
millstone = 4.0
rotation_speed_controller = 0.0
sticky_mechanical_piston = 4.0
mechanical_crafter = 2.0
deployer = 4.0
elevator_pulley = 4.0
stressometer = 0.0
cogwheel = 0.0
encased_chain_drive = 0.0
belt = 0.0
brass_encased_large_cogwheel = 0.0
weighted_ejector = 2.0
chain_conveyor = 1.0
mechanical_saw = 4.0
flywheel = 0.0
mechanical_piston = 4.0
speedometer = 0.0
brass_encased_cogwheel = 0.0
clockwork_bearing = 4.0
mechanical_press = 8.0
mechanical_drill = 4.0
andesite_encased_shaft = 0.0
netherite_backtank = 4.0
mechanical_arm = 2.0
sequenced_gearshift = 0.0
andesite_encased_large_cogwheel = 0.0
shaft = 0.0
cuckoo_clock = 1.0
gearshift = 0.0
rope_pulley = 4.0
andesite_encased_cogwheel = 0.0
large_cogwheel = 0.0
encased_fan = 2.0
mysterious_cuckoo_clock = 1.0
gantry_shaft = 0.0
mechanical_pump = 4.0
#.
#[in Stress Units]
#Configure how much stress a source can accommodate for.
[kinetics.stressValues.v2.capacity]
steam_engine = 1024.0
water_wheel = 32.0
copper_valve_handle = 8.0
hand_crank = 8.0
creative_motor = 16384.0
large_water_wheel = 128.0
windmill_bearing = 512.0
#.
#Create's liquid manipulation tools
[fluids]
#.
#.
#[in Buckets]
#The amount of liquid a tank can hold per block.
# Default: 8
# Range: > 1
fluidTankCapacity = 8
#.
#[in Blocks]
#The maximum height a fluid tank can reach.
# Default: 32
# Range: > 1
fluidTankMaxHeight = 32
#.
#[in Blocks]
#The maximum distance a mechanical pump can push or pull liquids on either side.
# Default: 16
# Range: > 1
mechanicalPumpRange = 16
#.
#[in Blocks]
#The maximum distance a hose pulley can draw fluid blocks from.
# Default: 128
# Range: > 1
hosePulleyRange = 128
#.
#[in Blocks]
#[-1 to disable this behaviour]
#The minimum amount of fluid blocks the hose pulley needs to find before deeming it an infinite source.
# Default: 10000
# Range: > -1
hosePulleyBlockThreshold = 10000
#.
#Whether hose pulleys should continue filling up above-threshold sources.
fillInfinite = false
#.
#Configure which fluids can be drained infinitely.
#Allowed Values: ALLOW_ALL, DENY_ALL, ALLOW_BY_TAG, DENY_BY_TAG
bottomlessFluidMode = "ALLOW_BY_TAG"
#.
#Whether hose pulleys should be allowed to place fluid sources.
fluidFillPlaceFluidSourceBlocks = true
#.
#Whether open-ended pipes should be allowed to place fluid sources.
pipesPlaceFluidSourceBlocks = true
#.
#Tweaks for logistical components
[logistics]
#.
#.
#The amount of ticks a funnel waits between item transferrals, when it is not re-activated by redstone.
# Default: 8
# Range: > 1
defaultExtractionTimer = 8
#.
#The amount of ticks a portable storage interface waits for transfers until letting contraptions move along.
# Default: 60
# Range: > 1
psiTimeout = 60
#.
#Maximum distance in blocks a Mechanical Arm can reach across.
# Default: 5
# Range: > 1
mechanicalArmRange = 5
#.
#Maximum distance in blocks a Package Port can be placed at from its target.
# Default: 5
# Range: > 1
packagePortRange = 5
#.
#Maximum possible range in blocks of redstone link connections.
# Default: 256
# Range: > 1
linkRange = 256
#.
#Maximum possible distance in blocks between display links and their target.
# Default: 64
# Range: > 1
displayLinkRange = 64
#.
#The total amount of stacks a vault can hold per block in size.
# Default: 20
# Range: 1 ~ 2048
vaultCapacity = 20
#.
#The amount of packages a chain conveyor can carry at a time.
# Default: 20
# Range: > 1
chainConveyorCapacity = 20
#.
#The amount of ticks a brass tunnel waits between distributions.
# Default: 10
# Range: 1 ~ 10
brassTunnelTimer = 10
#.
#The amount of ticks a factory gauge waits between requests.
# Default: 100
# Range: > 5
factoryGaugeTimer = 100
#.
#Whether hostile mobs walking near a seat will start riding it.
seatHostileMobs = true
#.
#Everything related to Schematic tools
[schematics]
#.
#.
#Whether placing a Schematic directly in Creative Mode should replace world blocks with Air
creativePrintIncludesAir = false
#.
#The amount of Schematics a player can upload until previous ones are overwritten.
# Default: 10
# Range: > 1
maxSchematics = 10
#.
#[in KiloBytes]
#The maximum allowed file size of uploaded Schematics.
# Default: 256
# Range: > 16
maxTotalSchematicSize = 256
#.
#[in Bytes]
#The maximum packet size uploaded Schematics are split into.
# Default: 1024
# Range: 256 ~ 32767
maxSchematicPacketSize = 1024
#.
#Amount of game ticks without new packets arriving until an active schematic upload process is discarded.
# Default: 600
# Range: > 100
schematicIdleTimeout = 600
#.
#Schematicannon
[schematics.schematicannon]
#.
#Amount of game ticks between shots of the cannon. Higher => Slower
# Default: 10
# Range: > 1
schematicannonDelay = 10
#.
#Amount of blocks a Schematicannon can print per Gunpowder item provided.
# Default: 400
# Range: > 1
schematicannonShotsPerGunpowder = 400
#.
#Equipment and gadgets added by Create
[equipment]
#.
#.
#The Maximum Distance to an active mirror for the symmetry wand to trigger.
# Default: 50
# Range: > 10
maxSymmetryWandRange = 50
#.
#The Maximum Distance a Block placed by Create's placement assist will have to its interaction point.
# Default: 12
# Range: > 3
placementAssistRange = 12
#.
#The Maximum Distance at which a Toolbox can interact with Players' Inventories.
# Default: 10
# Range: > 1
toolboxRange = 10
#.
#The Maximum volume of Air that can be stored in a backtank = Seconds of underwater breathing
# Default: 900
# Range: > 1
airInBacktank = 900
#.
#The volume of Air added by each level of the backtanks Capacity Enchantment
# Default: 300
# Range: > 1
enchantedBacktankCapacity = 300
#.
#Amount of free Extendo Grip actions provided by one filled Copper Backtank. Set to 0 makes Extendo Grips unbreakable
# Default: 1000
# Range: > 0
maxExtendoGripActions = 1000
#.
#Amount of free Potato Cannon shots provided by one filled Copper Backtank. Set to 0 makes Potato Cannons unbreakable
# Default: 200
# Range: > 0
maxPotatoCannonShots = 200
#.
#Create's builtin Railway systems
[trains]
#.
#.
#Whether moving Trains can hurt colliding mobs and players.
trainsCauseDamage = true
#.
#Maximum length of track that can be placed as one batch or turn.
# Default: 32
# Range: 16 ~ 128
maxTrackPlacementLength = 32
#.
#Maximum length of a Train Stations' assembly track.
# Default: 128
# Range: > 5
maxAssemblyLength = 128
#.
#Maximum amount of bogeys assembled as a single Train.
# Default: 20
# Range: > 1
maxBogeyCount = 20
#.
#Relative speed of a manually controlled Train compared to a Scheduled one.
# Default: 0.75
# Range: 0.0 ~ 3.4028234663852886E38
manualTrainSpeedModifier = 0.75
#.
#Standard Trains
[trains.trainStats]
#.
#[in Blocks/Second]
#The top speed of any assembled Train.
# Default: 28.0
# Range: 0.0 ~ 3.4028234663852886E38
trainTopSpeed = 28.0
#.
#[in Blocks/Second]
#The top speed of Trains during a turn.
# Default: 14.0
# Range: 0.0 ~ 3.4028234663852886E38
trainTurningTopSpeed = 14.0
#.
#[in Blocks/Second²]
#The acceleration of any assembled Train.
# Default: 3.0
# Range: 0.0 ~ 3.4028234663852886E38
trainAcceleration = 3.0
#.
#Powered Trains
[trains.poweredTrainStats]
#.
#[in Blocks/Second]
#The top speed of powered Trains.
# Default: 40.0
# Range: 0.0 ~ 3.4028234663852886E38
poweredTrainTopSpeed = 40.0
#.
#[in Blocks/Second]
#The top speed of powered Trains during a turn.
# Default: 20.0
# Range: 0.0 ~ 3.4028234663852886E38
poweredTrainTurningTopSpeed = 20.0
#.
#[in Blocks/Second²]
#The acceleration of powered Trains.
# Default: 3.0
# Range: 0.0 ~ 3.4028234663852886E38
poweredTrainAcceleration = 3.0
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#.
#The Backbone of Create
[infrastructure]
#.
#[in Ticks]
#The amount of time a server waits before sending out tickrate synchronization packets.
#These packets help animations to be more accurate when tps is below 20.
# Default: 20
# Range: > 5
tickrateSyncTimer = 20
#.
#Packmakers' control panel for internal recipe compat
[recipes]
#.
#.
#Allow the Mechanical Press to process entire stacks at a time.
bulkPressing = false
#.
#Allow the Mechanical Saw to process entire stacks at a time.
bulkCutting = false
#.
#Allow supported potions to be brewed by a Mechanical Mixer + Basin.
allowBrewingInMixer = true
#.
#Allow any shapeless crafting recipes to be processed by a Mechanical Mixer + Basin.
allowShapelessInMixer = true
#.
#Allow any single-ingredient 2x2 or 3x3 crafting recipes to be processed by a Mechanical Press + Basin.
allowShapedSquareInPress = true
#.
#Allow any standard crafting recipes to be processed by Mechanical Crafters.
allowRegularCraftingInCrafter = true
#.
#The Maximum amount of ingredients that can be used to craft Firework Rockets using Mechanical Crafters.
# Default: 9
# Range: > 1
maxFireworkIngredientsInCrafter = 9
#.
#Allow any stonecutting recipes to be processed by a Mechanical Saw.
allowStonecuttingOnSaw = true
#.
#Allow Spouts to interact with Casting Tables and Basins from Tinkers' Construct.
allowCastingBySpout = true
#.
#Display vanilla Log-stripping interactions in JEI.
displayLogStrippingRecipes = true
#.
#The amount of Light sources destroyed before Chromatic Compound turns into Refined Radiance.
# Default: 10
# Range: > 1
lightSourceCountForRefinedRadiance = 10
#.
#Allow the standard in-world Refined Radiance recipes.
enableRefinedRadianceRecipe = true
#.
#Allow the standard in-world Shadow Steel recipe.
enableShadowSteelRecipe = true
#.
#Parameters and abilities of Create's kinetic mechanisms
[kinetics]
#.
#.
#Disable the Stress mechanic altogether.
disableStress = false
#.
#Maximum length in blocks of mechanical belts.
# Default: 20
# Range: > 5
maxBeltLength = 20
#.
#Maximum length in blocks of chain conveyor connections.
# Default: 32
# Range: > 5
maxChainConveyorLength = 32
#.
#Maximum amount of connections each chain conveyor can have.
# Default: 4
# Range: > 1
maxChainConveyorConnections = 4
#.
#Damage dealt by active Crushing Wheels.
# Default: 4
# Range: > 0
crushingDamage = 4
#.
#[in Revolutions per Minute]
#Maximum allowed rotation speed for any Kinetic Block.
# Default: 256
# Range: > 64
maxRotationSpeed = 256
#.
#Select what mobs should ignore Deployers when attacked by them.
#Allowed Values: ALL, CREEPERS, NONE
ignoreDeployerAttacks = "CREEPERS"
#.
#Game ticks between Kinetic Blocks checking whether their source is still valid.
# Default: 60
# Range: > 5
kineticValidationFrequency = 60
#.
#multiplier used for calculating exhaustion from speed when a crank is turned.
# Default: 0.009999999776482582
# Range: 0.0 ~ 1.0
crankHungerMultiplier = 0.009999999776482582
#.
#Amount of sail-type blocks required for a windmill to assemble successfully.
# Default: 8
# Range: > 0
minimumWindmillSails = 8
#.
#Number of sail-type blocks required to increase windmill speed by 1RPM.
# Default: 8
# Range: > 1
windmillSailsPerRPM = 8
#.
#Max Distance in blocks a Weighted Ejector can throw
# Default: 32
# Range: > 0
maxEjectorDistance = 32
#.
#Time in ticks until the next item launched by an ejector scans blocks for potential collisions
# Default: 120
# Range: > 10
ejectorScanInterval = 120
#.
#Encased Fan
[kinetics.encasedFan]
#.
#Maximum distance in blocks Fans can push entities.
# Default: 20
# Range: > 5
fanPushDistance = 20
#.
#Maximum distance in blocks from where Fans can pull entities.
# Default: 20
# Range: > 5
fanPullDistance = 20
#.
#Game ticks between Fans checking for anything blocking their air flow.
# Default: 30
# Range: > 10
fanBlockCheckRate = 30
#.
#[in Revolutions per Minute]
#Rotation speed at which the maximum stats of fans are reached.
# Default: 256
# Range: > 64
fanRotationArgmax = 256
#.
#Game ticks required for a Fan-based processing recipe to take effect.
# Default: 150
# Range: > 0
fanProcessingTime = 150
#.
#Moving Contraptions
[kinetics.contraptions]
#.
#Maximum amount of blocks in a structure movable by Pistons, Bearings or other means.
# Default: 2048
# Range: > 1
maxBlocksMoved = 2048
#.
#Maximum value of a chassis attachment range.
# Default: 16
# Range: > 1
maxChassisRange = 16
#.
#Maximum amount of extension poles behind a Mechanical Piston.
# Default: 64
# Range: > 1
maxPistonPoles = 64
#.
#Max length of rope available off a Rope Pulley.
# Default: 384
# Range: > 1
maxRopeLength = 384
#.
#Maximum allowed distance of two coupled minecarts.
# Default: 32
# Range: > 1
maxCartCouplingLength = 32
#.
#Maximum depth of blocks filled in using a Mechanical Roller.
# Default: 12
# Range: > 1
rollerFillDepth = 12
#.
#Whether minecart contraptions can be picked up in survival mode.
survivalContraptionPickup = true
#.
#Configure how Spawner blocks can be moved by contraptions.
#Allowed Values: MOVABLE, NO_PICKUP, UNMOVABLE
movableSpawners = "NO_PICKUP"
#.
#Configure how Budding Amethyst can be moved by contraptions.
#Allowed Values: MOVABLE, NO_PICKUP, UNMOVABLE
amethystMovement = "NO_PICKUP"
#.
#Configure how Obsidian blocks can be moved by contraptions.
#Allowed Values: MOVABLE, NO_PICKUP, UNMOVABLE
movableObsidian = "UNMOVABLE"
#.
#Configure how Reinforced Deepslate blocks can be moved by contraptions.
#Allowed Values: MOVABLE, NO_PICKUP, UNMOVABLE
movableReinforcedDeepslate = "UNMOVABLE"
#.
#Whether items mined or harvested by contraptions should be placed in their mounted storage.
moveItemsToStorage = true
#.
#Whether harvesters should break crops that aren't fully grown.
harvestPartiallyGrown = false
#.
#Whether harvesters should replant crops after harvesting.
harvesterReplants = true
#.
#Whether minecart contraptions can be placed into container items.
minecartContraptionInContainers = false
#.
#Whether stabilised bearings create a separated entity even on non-rotating contraptions.
#[Technical]
stabiliseStableContraptions = false
#.
#Whether the players hitbox should be expanded to the size of the contraption hitbox.
#[Technical]
syncPlayerPickupHitboxWithContraptionHitbox = false
#.
#Configure speed/capacity levels for requirements and indicators.
[kinetics.stats]
#.
#[in Revolutions per Minute]
#Minimum speed of rotation to be considered 'medium'
# Default: 30.0
# Range: 0.0 ~ 4096.0
mediumSpeed = 30.0
#.
#[in Revolutions per Minute]
#Minimum speed of rotation to be considered 'fast'
# Default: 100.0
# Range: 0.0 ~ 65535.0
fastSpeed = 100.0
#.
#[in Stress Units]
#Minimum stress impact to be considered 'medium'
# Default: 4.0
# Range: 0.0 ~ 4096.0
mediumStressImpact = 4.0
#.
#[in Stress Units]
#Minimum stress impact to be considered 'high'
# Default: 8.0
# Range: 0.0 ~ 65535.0
highStressImpact = 8.0
#.
#[in Stress Units]
#Minimum added Capacity by sources to be considered 'medium'
# Default: 256.0
# Range: 0.0 ~ 4096.0
mediumCapacity = 256.0
#.
#[in Stress Units]
#Minimum added Capacity by sources to be considered 'high'
# Default: 1024.0
# Range: 0.0 ~ 65535.0
highCapacity = 1024.0
#.
#Fine tune the kinetic stats of individual components
[kinetics.stressValues.v2]
#.
#.
#[in Stress Units]
#Configure the individual stress impact of mechanical blocks. Note that this cost is doubled for every speed increase it receives.
[kinetics.stressValues.v2.impact]
brass_encased_shaft = 0.0
turntable = 4.0
clutch = 0.0
mechanical_mixer = 4.0
gearbox = 0.0
mechanical_bearing = 4.0
copper_backtank = 4.0
hose_pulley = 4.0
display_board = 0.0
crushing_wheel = 8.0
adjustable_chain_gearshift = 0.0
millstone = 4.0
rotation_speed_controller = 0.0
sticky_mechanical_piston = 4.0
mechanical_crafter = 2.0
deployer = 4.0
elevator_pulley = 4.0
stressometer = 0.0
cogwheel = 0.0
encased_chain_drive = 0.0
belt = 0.0
brass_encased_large_cogwheel = 0.0
weighted_ejector = 2.0
chain_conveyor = 1.0
mechanical_saw = 4.0
flywheel = 0.0
mechanical_piston = 4.0
speedometer = 0.0
brass_encased_cogwheel = 0.0
clockwork_bearing = 4.0
mechanical_press = 8.0
mechanical_drill = 4.0
andesite_encased_shaft = 0.0
netherite_backtank = 4.0
mechanical_arm = 2.0
sequenced_gearshift = 0.0
andesite_encased_large_cogwheel = 0.0
shaft = 0.0
cuckoo_clock = 1.0
gearshift = 0.0
rope_pulley = 4.0
andesite_encased_cogwheel = 0.0
large_cogwheel = 0.0
encased_fan = 2.0
mysterious_cuckoo_clock = 1.0
gantry_shaft = 0.0
mechanical_pump = 4.0
#.
#[in Stress Units]
#Configure how much stress a source can accommodate for.
[kinetics.stressValues.v2.capacity]
steam_engine = 1024.0
water_wheel = 32.0
copper_valve_handle = 8.0
hand_crank = 8.0
creative_motor = 16384.0
large_water_wheel = 128.0
windmill_bearing = 512.0
#.
#Create's liquid manipulation tools
[fluids]
#.
#.
#[in Buckets]
#The amount of liquid a tank can hold per block.
# Default: 8
# Range: > 1
fluidTankCapacity = 8
#.
#[in Blocks]
#The maximum height a fluid tank can reach.
# Default: 32
# Range: > 1
fluidTankMaxHeight = 32
#.
#[in Blocks]
#The maximum distance a mechanical pump can push or pull liquids on either side.
# Default: 16
# Range: > 1
mechanicalPumpRange = 16
#.
#[in Blocks]
#The maximum distance a hose pulley can draw fluid blocks from.
# Default: 128
# Range: > 1
hosePulleyRange = 128
#.
#[in Blocks]
#[-1 to disable this behaviour]
#The minimum amount of fluid blocks the hose pulley needs to find before deeming it an infinite source.
# Default: 10000
# Range: > -1
hosePulleyBlockThreshold = 10000
#.
#Whether hose pulleys should continue filling up above-threshold sources.
fillInfinite = false
#.
#Configure which fluids can be drained infinitely.
#Allowed Values: ALLOW_ALL, DENY_ALL, ALLOW_BY_TAG, DENY_BY_TAG
bottomlessFluidMode = "ALLOW_BY_TAG"
#.
#Whether hose pulleys should be allowed to place fluid sources.
fluidFillPlaceFluidSourceBlocks = true
#.
#Whether open-ended pipes should be allowed to place fluid sources.
pipesPlaceFluidSourceBlocks = true
#.
#Tweaks for logistical components
[logistics]
#.
#.
#The amount of ticks a funnel waits between item transferrals, when it is not re-activated by redstone.
# Default: 8
# Range: > 1
defaultExtractionTimer = 8
#.
#The amount of ticks a portable storage interface waits for transfers until letting contraptions move along.
# Default: 60
# Range: > 1
psiTimeout = 60
#.
#Maximum distance in blocks a Mechanical Arm can reach across.
# Default: 5
# Range: > 1
mechanicalArmRange = 5
#.
#Maximum distance in blocks a Package Port can be placed at from its target.
# Default: 5
# Range: > 1
packagePortRange = 5
#.
#Maximum possible range in blocks of redstone link connections.
# Default: 256
# Range: > 1
linkRange = 256
#.
#Maximum possible distance in blocks between display links and their target.
# Default: 64
# Range: > 1
displayLinkRange = 64
#.
#The total amount of stacks a vault can hold per block in size.
# Default: 20
# Range: 1 ~ 2048
vaultCapacity = 20
#.
#The amount of packages a chain conveyor can carry at a time.
# Default: 20
# Range: > 1
chainConveyorCapacity = 20
#.
#The amount of ticks a brass tunnel waits between distributions.
# Default: 10
# Range: 1 ~ 10
brassTunnelTimer = 10
#.
#The amount of ticks a factory gauge waits between requests.
# Default: 100
# Range: > 5
factoryGaugeTimer = 100
#.
#Whether hostile mobs walking near a seat will start riding it.
seatHostileMobs = true
#.
#Everything related to Schematic tools
[schematics]
#.
#.
#Whether placing a Schematic directly in Creative Mode should replace world blocks with Air
creativePrintIncludesAir = false
#.
#The amount of Schematics a player can upload until previous ones are overwritten.
# Default: 10
# Range: > 1
maxSchematics = 10
#.
#[in KiloBytes]
#The maximum allowed file size of uploaded Schematics.
# Default: 256
# Range: > 16
maxTotalSchematicSize = 256
#.
#[in Bytes]
#The maximum packet size uploaded Schematics are split into.
# Default: 1024
# Range: 256 ~ 32767
maxSchematicPacketSize = 1024
#.
#Amount of game ticks without new packets arriving until an active schematic upload process is discarded.
# Default: 600
# Range: > 100
schematicIdleTimeout = 600
#.
#Schematicannon
[schematics.schematicannon]
#.
#Amount of game ticks between shots of the cannon. Higher => Slower
# Default: 10
# Range: > 1
schematicannonDelay = 10
#.
#Amount of blocks a Schematicannon can print per Gunpowder item provided.
# Default: 400
# Range: > 1
schematicannonShotsPerGunpowder = 400
#.
#Equipment and gadgets added by Create
[equipment]
#.
#.
#The Maximum Distance to an active mirror for the symmetry wand to trigger.
# Default: 50
# Range: > 10
maxSymmetryWandRange = 50
#.
#The Maximum Distance a Block placed by Create's placement assist will have to its interaction point.
# Default: 12
# Range: > 3
placementAssistRange = 12
#.
#The Maximum Distance at which a Toolbox can interact with Players' Inventories.
# Default: 10
# Range: > 1
toolboxRange = 10
#.
#The Maximum volume of Air that can be stored in a backtank = Seconds of underwater breathing
# Default: 900
# Range: > 1
airInBacktank = 900
#.
#The volume of Air added by each level of the backtanks Capacity Enchantment
# Default: 300
# Range: > 1
enchantedBacktankCapacity = 300
#.
#Amount of free Extendo Grip actions provided by one filled Copper Backtank. Set to 0 makes Extendo Grips unbreakable
# Default: 1000
# Range: > 0
maxExtendoGripActions = 1000
#.
#Amount of free Potato Cannon shots provided by one filled Copper Backtank. Set to 0 makes Potato Cannons unbreakable
# Default: 200
# Range: > 0
maxPotatoCannonShots = 200
#.
#Create's builtin Railway systems
[trains]
#.
#.
#Whether moving Trains can hurt colliding mobs and players.
trainsCauseDamage = true
#.
#Maximum length of track that can be placed as one batch or turn.
# Default: 32
# Range: 16 ~ 128
maxTrackPlacementLength = 32
#.
#Maximum length of a Train Stations' assembly track.
# Default: 128
# Range: > 5
maxAssemblyLength = 128
#.
#Maximum amount of bogeys assembled as a single Train.
# Default: 20
# Range: > 1
maxBogeyCount = 20
#.
#Relative speed of a manually controlled Train compared to a Scheduled one.
# Default: 0.75
# Range: 0.0 ~ 3.4028234663852886E38
manualTrainSpeedModifier = 0.75
#.
#Standard Trains
[trains.trainStats]
#.
#[in Blocks/Second]
#The top speed of any assembled Train.
# Default: 28.0
# Range: 0.0 ~ 3.4028234663852886E38
trainTopSpeed = 28.0
#.
#[in Blocks/Second]
#The top speed of Trains during a turn.
# Default: 14.0
# Range: 0.0 ~ 3.4028234663852886E38
trainTurningTopSpeed = 14.0
#.
#[in Blocks/Second²]
#The acceleration of any assembled Train.
# Default: 3.0
# Range: 0.0 ~ 3.4028234663852886E38
trainAcceleration = 3.0
#.
#Powered Trains
[trains.poweredTrainStats]
#.
#[in Blocks/Second]
#The top speed of powered Trains.
# Default: 40.0
# Range: 0.0 ~ 3.4028234663852886E38
poweredTrainTopSpeed = 40.0
#.
#[in Blocks/Second]
#The top speed of powered Trains during a turn.
# Default: 20.0
# Range: 0.0 ~ 3.4028234663852886E38
poweredTrainTurningTopSpeed = 20.0
#.
#[in Blocks/Second²]
#The acceleration of powered Trains.
# Default: 3.0
# Range: 0.0 ~ 3.4028234663852886E38
poweredTrainAcceleration = 3.0
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@@ -0,0 +1,604 @@
#.
#The Backbone of Create
[infrastructure]
#.
#[in Ticks]
#The amount of time a server waits before sending out tickrate synchronization packets.
#These packets help animations to be more accurate when tps is below 20.
# Default: 20
# Range: > 5
tickrateSyncTimer = 20
#.
#Packmakers' control panel for internal recipe compat
[recipes]
#.
#.
#Allow the Mechanical Press to process entire stacks at a time.
bulkPressing = false
#.
#Allow the Mechanical Saw to process entire stacks at a time.
bulkCutting = false
#.
#Allow supported potions to be brewed by a Mechanical Mixer + Basin.
allowBrewingInMixer = true
#.
#Allow any shapeless crafting recipes to be processed by a Mechanical Mixer + Basin.
allowShapelessInMixer = true
#.
#Allow any single-ingredient 2x2 or 3x3 crafting recipes to be processed by a Mechanical Press + Basin.
allowShapedSquareInPress = true
#.
#Allow any standard crafting recipes to be processed by Mechanical Crafters.
allowRegularCraftingInCrafter = true
#.
#The Maximum amount of ingredients that can be used to craft Firework Rockets using Mechanical Crafters.
# Default: 9
# Range: > 1
maxFireworkIngredientsInCrafter = 9
#.
#Allow any stonecutting recipes to be processed by a Mechanical Saw.
allowStonecuttingOnSaw = true
#.
#Allow Spouts to interact with Casting Tables and Basins from Tinkers' Construct.
allowCastingBySpout = true
#.
#Display vanilla Log-stripping interactions in JEI.
displayLogStrippingRecipes = true
#.
#The amount of Light sources destroyed before Chromatic Compound turns into Refined Radiance.
# Default: 10
# Range: > 1
lightSourceCountForRefinedRadiance = 10
#.
#Allow the standard in-world Refined Radiance recipes.
enableRefinedRadianceRecipe = true
#.
#Allow the standard in-world Shadow Steel recipe.
enableShadowSteelRecipe = true
#.
#Parameters and abilities of Create's kinetic mechanisms
[kinetics]
#.
#.
#Disable the Stress mechanic altogether.
disableStress = false
#.
#Maximum length in blocks of mechanical belts.
# Default: 20
# Range: > 5
maxBeltLength = 20
#.
#Maximum length in blocks of chain conveyor connections.
# Default: 32
# Range: > 5
maxChainConveyorLength = 32
#.
#Maximum amount of connections each chain conveyor can have.
# Default: 4
# Range: > 1
maxChainConveyorConnections = 4
#.
#Damage dealt by active Crushing Wheels.
# Default: 4
# Range: > 0
crushingDamage = 4
#.
#[in Revolutions per Minute]
#Maximum allowed rotation speed for any Kinetic Block.
# Default: 256
# Range: > 64
maxRotationSpeed = 256
#.
#Select what mobs should ignore Deployers when attacked by them.
#Allowed Values: ALL, CREEPERS, NONE
ignoreDeployerAttacks = "CREEPERS"
#.
#Game ticks between Kinetic Blocks checking whether their source is still valid.
# Default: 60
# Range: > 5
kineticValidationFrequency = 60
#.
#multiplier used for calculating exhaustion from speed when a crank is turned.
# Default: 0.009999999776482582
# Range: 0.0 ~ 1.0
crankHungerMultiplier = 0.009999999776482582
#.
#Amount of sail-type blocks required for a windmill to assemble successfully.
# Default: 8
# Range: > 0
minimumWindmillSails = 8
#.
#Number of sail-type blocks required to increase windmill speed by 1RPM.
# Default: 8
# Range: > 1
windmillSailsPerRPM = 8
#.
#Max Distance in blocks a Weighted Ejector can throw
# Default: 32
# Range: > 0
maxEjectorDistance = 32
#.
#Time in ticks until the next item launched by an ejector scans blocks for potential collisions
# Default: 120
# Range: > 10
ejectorScanInterval = 120
#.
#Encased Fan
[kinetics.encasedFan]
#.
#Maximum distance in blocks Fans can push entities.
# Default: 20
# Range: > 5
fanPushDistance = 20
#.
#Maximum distance in blocks from where Fans can pull entities.
# Default: 20
# Range: > 5
fanPullDistance = 20
#.
#Game ticks between Fans checking for anything blocking their air flow.
# Default: 30
# Range: > 10
fanBlockCheckRate = 30
#.
#[in Revolutions per Minute]
#Rotation speed at which the maximum stats of fans are reached.
# Default: 256
# Range: > 64
fanRotationArgmax = 256
#.
#Game ticks required for a Fan-based processing recipe to take effect.
# Default: 150
# Range: > 0
fanProcessingTime = 150
#.
#Moving Contraptions
[kinetics.contraptions]
#.
#Maximum amount of blocks in a structure movable by Pistons, Bearings or other means.
# Default: 2048
# Range: > 1
maxBlocksMoved = 2048
#.
#Maximum value of a chassis attachment range.
# Default: 16
# Range: > 1
maxChassisRange = 16
#.
#Maximum amount of extension poles behind a Mechanical Piston.
# Default: 64
# Range: > 1
maxPistonPoles = 64
#.
#Max length of rope available off a Rope Pulley.
# Default: 384
# Range: > 1
maxRopeLength = 384
#.
#Maximum allowed distance of two coupled minecarts.
# Default: 32
# Range: > 1
maxCartCouplingLength = 32
#.
#Maximum depth of blocks filled in using a Mechanical Roller.
# Default: 12
# Range: > 1
rollerFillDepth = 12
#.
#Whether minecart contraptions can be picked up in survival mode.
survivalContraptionPickup = true
#.
#Configure how Spawner blocks can be moved by contraptions.
#Allowed Values: MOVABLE, NO_PICKUP, UNMOVABLE
movableSpawners = "NO_PICKUP"
#.
#Configure how Budding Amethyst can be moved by contraptions.
#Allowed Values: MOVABLE, NO_PICKUP, UNMOVABLE
amethystMovement = "NO_PICKUP"
#.
#Configure how Obsidian blocks can be moved by contraptions.
#Allowed Values: MOVABLE, NO_PICKUP, UNMOVABLE
movableObsidian = "UNMOVABLE"
#.
#Configure how Reinforced Deepslate blocks can be moved by contraptions.
#Allowed Values: MOVABLE, NO_PICKUP, UNMOVABLE
movableReinforcedDeepslate = "UNMOVABLE"
#.
#Whether items mined or harvested by contraptions should be placed in their mounted storage.
moveItemsToStorage = true
#.
#Whether harvesters should break crops that aren't fully grown.
harvestPartiallyGrown = false
#.
#Whether harvesters should replant crops after harvesting.
harvesterReplants = true
#.
#Whether minecart contraptions can be placed into container items.
minecartContraptionInContainers = false
#.
#Whether stabilised bearings create a separated entity even on non-rotating contraptions.
#[Technical]
stabiliseStableContraptions = false
#.
#Whether the players hitbox should be expanded to the size of the contraption hitbox.
#[Technical]
syncPlayerPickupHitboxWithContraptionHitbox = false
#.
#Whether to prevent block dropping when contraption is placed inside in-world blocks.
noDropWhenContraptionReplaceBlocks = false
#.
#Configure speed/capacity levels for requirements and indicators.
[kinetics.stats]
#.
#[in Revolutions per Minute]
#Minimum speed of rotation to be considered 'medium'
# Default: 30.0
# Range: 0.0 ~ 4096.0
mediumSpeed = 30.0
#.
#[in Revolutions per Minute]
#Minimum speed of rotation to be considered 'fast'
# Default: 100.0
# Range: 0.0 ~ 65535.0
fastSpeed = 100.0
#.
#[in Stress Units]
#Minimum stress impact to be considered 'medium'
# Default: 4.0
# Range: 0.0 ~ 4096.0
mediumStressImpact = 4.0
#.
#[in Stress Units]
#Minimum stress impact to be considered 'high'
# Default: 8.0
# Range: 0.0 ~ 65535.0
highStressImpact = 8.0
#.
#[in Stress Units]
#Minimum added Capacity by sources to be considered 'medium'
# Default: 256.0
# Range: 0.0 ~ 4096.0
mediumCapacity = 256.0
#.
#[in Stress Units]
#Minimum added Capacity by sources to be considered 'high'
# Default: 1024.0
# Range: 0.0 ~ 65535.0
highCapacity = 1024.0
#.
#Fine tune the kinetic stats of individual components
[kinetics.stressValues.v2]
#.
#.
#[in Stress Units]
#Configure the individual stress impact of mechanical blocks. Note that this cost is doubled for every speed increase it receives.
[kinetics.stressValues.v2.impact]
brass_encased_shaft = 0.0
turntable = 4.0
clutch = 0.0
mechanical_mixer = 4.0
gearbox = 0.0
mechanical_bearing = 4.0
copper_backtank = 4.0
hose_pulley = 4.0
display_board = 0.0
crushing_wheel = 8.0
adjustable_chain_gearshift = 0.0
millstone = 4.0
rotation_speed_controller = 0.0
sticky_mechanical_piston = 4.0
mechanical_crafter = 2.0
deployer = 4.0
elevator_pulley = 4.0
stressometer = 0.0
cogwheel = 0.0
encased_chain_drive = 0.0
belt = 0.0
brass_encased_large_cogwheel = 0.0
weighted_ejector = 2.0
chain_conveyor = 1.0
mechanical_saw = 4.0
flywheel = 0.0
mechanical_piston = 4.0
speedometer = 0.0
brass_encased_cogwheel = 0.0
clockwork_bearing = 4.0
mechanical_press = 8.0
mechanical_drill = 4.0
andesite_encased_shaft = 0.0
netherite_backtank = 4.0
mechanical_arm = 2.0
sequenced_gearshift = 0.0
andesite_encased_large_cogwheel = 0.0
shaft = 0.0
cuckoo_clock = 1.0
gearshift = 0.0
rope_pulley = 4.0
andesite_encased_cogwheel = 0.0
large_cogwheel = 0.0
encased_fan = 2.0
mysterious_cuckoo_clock = 1.0
gantry_shaft = 0.0
mechanical_pump = 4.0
#.
#[in Stress Units]
#Configure how much stress a source can accommodate for.
[kinetics.stressValues.v2.capacity]
steam_engine = 1024.0
water_wheel = 32.0
copper_valve_handle = 8.0
hand_crank = 8.0
creative_motor = 16384.0
large_water_wheel = 128.0
windmill_bearing = 512.0
#.
#Create's liquid manipulation tools
[fluids]
#.
#.
#[in Buckets]
#The amount of liquid a tank can hold per block.
# Default: 8
# Range: > 1
fluidTankCapacity = 8
#.
#[in Blocks]
#The maximum height a fluid tank can reach.
# Default: 32
# Range: > 1
fluidTankMaxHeight = 32
#.
#[in Blocks]
#The maximum distance a mechanical pump can push or pull liquids on either side.
# Default: 16
# Range: > 1
mechanicalPumpRange = 16
#.
#[in Blocks]
#The maximum distance a hose pulley can draw fluid blocks from.
# Default: 128
# Range: > 1
hosePulleyRange = 128
#.
#[in Blocks]
#[-1 to disable this behaviour]
#The minimum amount of fluid blocks the hose pulley needs to find before deeming it an infinite source.
# Default: 10000
# Range: > -1
hosePulleyBlockThreshold = 10000
#.
#Whether hose pulleys should continue filling up above-threshold sources.
fillInfinite = false
#.
#Configure which fluids can be drained infinitely.
#Allowed Values: ALLOW_ALL, DENY_ALL, ALLOW_BY_TAG, DENY_BY_TAG
bottomlessFluidMode = "ALLOW_BY_TAG"
#.
#Whether hose pulleys should be allowed to place fluid sources.
fluidFillPlaceFluidSourceBlocks = true
#.
#Whether open-ended pipes should be allowed to place fluid sources.
pipesPlaceFluidSourceBlocks = true
#.
#Tweaks for logistical components
[logistics]
#.
#.
#The amount of ticks a funnel waits between item transferrals, when it is not re-activated by redstone.
# Default: 8
# Range: > 1
defaultExtractionTimer = 8
#.
#The amount of ticks a portable storage interface waits for transfers until letting contraptions move along.
# Default: 60
# Range: > 1
psiTimeout = 60
#.
#Maximum distance in blocks a Mechanical Arm can reach across.
# Default: 5
# Range: > 1
mechanicalArmRange = 5
#.
#Maximum distance in blocks a Package Port can be placed at from its target.
# Default: 5
# Range: > 1
packagePortRange = 5
#.
#Maximum possible range in blocks of redstone link connections.
# Default: 256
# Range: > 1
linkRange = 256
#.
#Maximum possible distance in blocks between display links and their target.
# Default: 64
# Range: > 1
displayLinkRange = 64
#.
#The total amount of stacks a vault can hold per block in size.
# Default: 20
# Range: 1 ~ 2048
vaultCapacity = 20
#.
#The amount of packages a chain conveyor can carry at a time.
# Default: 20
# Range: > 1
chainConveyorCapacity = 20
#.
#The amount of ticks a brass tunnel waits between distributions.
# Default: 10
# Range: 1 ~ 10
brassTunnelTimer = 10
#.
#The amount of ticks a factory gauge waits between requests.
# Default: 100
# Range: > 5
factoryGaugeTimer = 100
#.
#Whether hostile mobs walking near a seat will start riding it.
seatHostileMobs = true
#.
#Everything related to Schematic tools
[schematics]
#.
#.
#Whether placing a Schematic directly in Creative Mode should replace world blocks with Air
creativePrintIncludesAir = false
#.
#The amount of Schematics a player can upload until previous ones are overwritten.
# Default: 10
# Range: > 1
maxSchematics = 10
#.
#[in KiloBytes]
#The maximum allowed file size of uploaded Schematics.
# Default: 256
# Range: > 16
maxTotalSchematicSize = 256
#.
#[in Bytes]
#The maximum packet size uploaded Schematics are split into.
# Default: 1024
# Range: 256 ~ 32767
maxSchematicPacketSize = 1024
#.
#Amount of game ticks without new packets arriving until an active schematic upload process is discarded.
# Default: 600
# Range: > 100
schematicIdleTimeout = 600
#.
#Schematicannon
[schematics.schematicannon]
#.
#Amount of game ticks between shots of the cannon. Higher => Slower
# Default: 10
# Range: > 1
schematicannonDelay = 10
#.
#Amount of blocks a Schematicannon can print per Gunpowder item provided.
# Default: 400
# Range: > 1
schematicannonShotsPerGunpowder = 400
#.
#Equipment and gadgets added by Create
[equipment]
#.
#.
#The Maximum Distance to an active mirror for the symmetry wand to trigger.
# Default: 50
# Range: > 10
maxSymmetryWandRange = 50
#.
#The Maximum Distance a Block placed by Create's placement assist will have to its interaction point.
# Default: 12
# Range: > 3
placementAssistRange = 12
#.
#The Maximum Distance at which a Toolbox can interact with Players' Inventories.
# Default: 10
# Range: > 1
toolboxRange = 10
#.
#The Maximum volume of Air that can be stored in a backtank = Seconds of underwater breathing
# Default: 900
# Range: > 1
airInBacktank = 900
#.
#The volume of Air added by each level of the backtanks Capacity Enchantment
# Default: 300
# Range: > 1
enchantedBacktankCapacity = 300
#.
#Amount of free Extendo Grip actions provided by one filled Copper Backtank. Set to 0 makes Extendo Grips unbreakable
# Default: 1000
# Range: > 0
maxExtendoGripActions = 1000
#.
#Amount of free Potato Cannon shots provided by one filled Copper Backtank. Set to 0 makes Potato Cannons unbreakable
# Default: 200
# Range: > 0
maxPotatoCannonShots = 200
#.
#Create's builtin Railway systems
[trains]
#.
#.
#Whether moving Trains can hurt colliding mobs and players.
trainsCauseDamage = true
#.
#Maximum length of track that can be placed as one batch or turn.
# Default: 32
# Range: 16 ~ 128
maxTrackPlacementLength = 32
#.
#Maximum length of a Train Stations' assembly track.
# Default: 128
# Range: 5 ~ 512
maxAssemblyLength = 128
#.
#Maximum amount of bogeys assembled as a single Train.
# Default: 20
# Range: 1 ~ 200
maxBogeyCount = 20
#.
#Relative speed of a manually controlled Train compared to a Scheduled one.
# Default: 0.75
# Range: 0.0 ~ 3.4028234663852886E38
manualTrainSpeedModifier = 0.75
#.
#Standard Trains
[trains.trainStats]
#.
#[in Blocks/Second]
#The top speed of any assembled Train.
# Default: 28.0
# Range: 0.0 ~ 3.4028234663852886E38
trainTopSpeed = 28.0
#.
#[in Blocks/Second]
#The top speed of Trains during a turn.
# Default: 14.0
# Range: 0.0 ~ 3.4028234663852886E38
trainTurningTopSpeed = 14.0
#.
#[in Blocks/Second²]
#The acceleration of any assembled Train.
# Default: 3.0
# Range: 0.0 ~ 3.4028234663852886E38
trainAcceleration = 3.0
#.
#Powered Trains
[trains.poweredTrainStats]
#.
#[in Blocks/Second]
#The top speed of powered Trains.
# Default: 40.0
# Range: 0.0 ~ 3.4028234663852886E38
poweredTrainTopSpeed = 40.0
#.
#[in Blocks/Second]
#The top speed of powered Trains during a turn.
# Default: 20.0
# Range: 0.0 ~ 3.4028234663852886E38
poweredTrainTurningTopSpeed = 20.0
#.
#[in Blocks/Second²]
#The acceleration of powered Trains.
# Default: 3.0
# Range: 0.0 ~ 3.4028234663852886E38
poweredTrainAcceleration = 3.0
@@ -0,0 +1,32 @@
["Jetpack Height Restriction"]
brassJetpackMaxHeight = 28.0
andesiteJetpackMaxHeight = 18.0
copperJetpackMaxHeight = 18.0
netheriteJetpackMaxHeight = 28.0
enableAboveCloudEnchant = false
["Jetpack/Grapplin Speed"]
brassJetpackSpeed = 0.06
andesiteJetpackSpeed = 0.08
copperJetpackSpeed = 0.02
netheriteJetpackSpeed = 0.08
grapplinWhiskSpeed = 0.2
["Fuel/Water Capacity"]
gadgetCapacity = 1600.0
smallTankCapacity = 800.0
mediumTankCapacity = 1600.0
largeTankCapacity = 3200.0
[Enchantments]
enableDiggingEnchant = true
enableImpactEnchant = true
enableGravityGunEnchant = true
enableHellfireEnchant = true
["Drone Module"]
enableDrillDroneModule = true
enableFanDroneModule = true
enableMagnetDroneModule = true
enableVaultDroneModule = true
MagnetModuleBlockLimitation = false
@@ -0,0 +1,30 @@
#.
#Parameters and abilities of the Conduit Cage
[conduit_cage]
#.
#.
#Maximum range of the conduit cage diameter (4-96).
# Default: 32
# Range: 4 ~ 96
conduitCageRange = 32
#.
#How many seconds of awakening are added per bucket of water. Values below 20 will require high pump RPMs
# Default: 20
# Range: 5 ~ 600
waterConversionRate = 20
#.
#How many seconds of awakening are added per bucket of potion
# Default: 300
# Range: 5 ~ 3600
potionConversionRate = 300
#.
#How many seconds of awakening are added per bucket of fluid. Used for anything but water and potions
# Default: 60
# Range: 5 ~ 1200
fluidConversionRate = 60
#.
#Max amount of seconds a conduit can accumulate before it starts rejecting fluids. Lower this if want conduit cages to need constant fluid supply
#[@cui:RequiresReload:server]
# Default: 7200
# Range: 1 ~ 12000
awakenedTimeLimit = 7200
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@@ -0,0 +1,2 @@
[general]
warning_shown = false
@@ -0,0 +1,3 @@
#.
#If Deployer held items in #create:handheld_in_deployer_use should have custom transform at Use mode
renderDeployerUsingItemWithCustomTransform = true
@@ -0,0 +1,19 @@
#.
#Packmakers' control panel for internal recipe compat
[recipes]
#.
#.
#If Farmer's Delight's Tree Bark (or Straw for Bamboo-like blocks) should be added to autogenerated Sawing Recipes for stripping wood/log
addTreeBarkToSawingRecipes = true
#.
#If Farmer's Delight's Cutting Board Recipes that uses knife can be converted to Sawing Recipes
convertCuttingBoardRecipesToSawingRecipes = true
#.
#If Farmer's Delight's Cutting Board Recipes can be converted to Deploying Recipes
convertCuttingBoardRecipesToDeployingRecipes = true
#.
#If Brewin' and Chewin's Keg Pouring Recipes can be converted to Filling Recipes
convertKegPouringRecipesToFillingRecipes = true
#.
#If Brewin' and Chewin's Keg Pouring Recipes can be converted to Emptying Recipes
convertKegPouringRecipesToEmptyingRecipes = true
@@ -0,0 +1,31 @@
#.
#Packmakers' control panel for internal recipe compat
[recipes]
#.
#.
#If Farmer's Delight's Tree Bark (or Straw for Bamboo-like blocks) should be added to autogenerated Sawing Recipes for stripping wood/log
addTreeBarkToSawingRecipes = true
#.
#If Farmer's Delight's Cutting Board Recipes that uses knife can be converted to Sawing Recipes
convertCuttingBoardRecipesToSawingRecipes = true
#.
#If Farmer's Delight's Cutting Board Recipes can be converted to Deploying Recipes
convertCuttingBoardRecipesToDeployingRecipes = true
#.
#If Brewin' and Chewin's Keg Pouring Recipes can be converted to Filling Recipes
convertKegPouringRecipesToFillingRecipes = true
#.
#If Brewin' and Chewin's Keg Pouring Recipes can be converted to Emptying Recipes
convertKegPouringRecipesToEmptyingRecipes = true
#.
#If Extra Delight Mortar Grinding Recipes can be converted to Compacting Recipes
convertMortarGrindingRecipesToCompactingRecipes = true
#.
#If Extra Delight Juicer Recipes can be converted to Compacting Recipes
convertJuicerRecipesToCompactingRecipes = true
#.
#If Extra Delight Melting Pot Recipes can be converted to Mixing Recipes
convertMeltingPotRecipesToMixingRecipes = true
#.
#If Extra Delight Tools on Block Recipes can be converted to Deploying Recipes
convertToolOnBlockRecipesToDeployingRecipes = true
@@ -0,0 +1,24 @@
#Set the range of Chocolate Fountain (in Blocks)
# Default: 10
# Range: > 0
chocolate_fountain_range = 10
#Set the internal Tank Capacity of the Chocolate Fountain (in mB)
# Default: 1000
# Range: > 0
chocolateFountainTankCapacity = 1000
#Amount of Chocolate consumed when autofeeding the Player (in mB)
# Default: 250
# Range: > 0
chocolateFountainConsumedPerUsage = 250
#Time between possible feeding actions (in ticks)
# Default: 40
# Range: > 1
chocolateFountainCooldown = 40
#Amount of Food added to the Player)
# Default: 3
# Range: 0 ~ 20
chocolateFountainFoodAmount = 3
#Amount of Saturation added to the Player
# Default: 0.3
# Range: 0.0 ~ 20.0
chocolateFountainSaturationAmount = 0.3
@@ -0,0 +1,50 @@
#Set the range of Chocolate Fountain (in Blocks)
# Default: 10
# Range: > 0
chocolate_fountain_range = 10
#Set the internal Tank Capacity of the Chocolate Fountain (in mB)
# Default: 1000
# Range: > 0
chocolateFountainTankCapacity = 1000
#Amount of Chocolate consumed when autofeeding the Player (in mB)
# Default: 250
# Range: > 0
chocolateFountainConsumedPerUsage = 250
#Time between possible feeding actions (in ticks)
# Default: 40
# Range: > 1
chocolateFountainCooldown = 40
#Amount of Food added to the Player)
# Default: 3
# Range: 0 ~ 20
chocolateFountainFoodAmount = 3
#Amount of Saturation added to the Player
# Default: 0.3
# Range: 0.0 ~ 20.0
chocolateFountainSaturationAmount = 0.3
#Enable Honey in Chocolate Fountain
autofeedHoney = true
#Amount of Food added to the Player when using Honey)
# Default: 2
# Range: 0 ~ 20
honeyFountainFoodAmount = 2
#Amount of Saturation added to the Player when using Honey
# Default: 0.2
# Range: 0.0 ~ 20.0
honeyFountainSaturationAmount = 0.2
#Amount of Honey consumed when calming a bee (in mB)
# Default: 10
# Range: > 0
beeCalmingConsumed = 10
#Enable Water in Chocolate Fountain
autofeedWater = true
#Amount of Thirst restored when using Water (requires Thirst Was Taken mod)
# Default: 6
# Range: 0 ~ 20
waterThirstAmount = 6
#Amount of Thirst quenched when using Water (requires Thirst Was Taken mod)
# Default: 8
# Range: 0 ~ 20
waterQuenchedAmount = 8
#Enable Create Confectionery fluids in Chocolate Fountain
autofeedConfectionery = true
@@ -0,0 +1,64 @@
#.
#Migrate copycats to Create: Copycats+ when they receive a block update
migrateCopycatsOnBlockUpdate = true
#.
#Migrate copycats to Create: Copycats+ when their block entities are initialized
migrateCopycatsOnInitialize = true
#.
#Enable/disable features. Values on server override clients
[features]
#.
kinetic_bridge = true
fluid_vessel = true
cross_connector = true
item_silo = true
inverted_clutch = true
empty_fan_catalyst = true
parallel_gearbox = true
redstone_link_wildcard = false
kinetic_battery = true
inventory_access_port = true
centrifugal_clutch = true
copycat_slab = true
overstress_clutch = true
brake = true
copycat_block = true
copycat_fence_gate = true
copycat_stairs = true
large_crank_wheel = true
brass_gearbox = true
copycat_vertical_step = true
copycat_wall = true
six_way_gearbox = true
crank_wheel = true
encased_chain_cogwheel = true
sequenced_pulse_generator = true
freewheel_clutch = true
shear_pin = true
inverted_gearshift = true
linked_transmitter = true
copycat_beam = true
copycat_board = true
inventory_bridge = true
copycat_fence = true
#.
#Enable/disable categories of features. Disabling a category hides all related features. Values on server override clients
[feature_categories]
#.
#.
#All kinetic components, such as gearboxes and crank wheels
kinetic = true
#.
#All redstone components, such as linked transmitter and sequenced pulse generator
redstone = true
#.
#All components related to item and fluid transport
logistics = true
#.
#All copycats (Install Create: Copycats+ to upgrade)
copycats = true
#.
#All building palette blocks
palette = true
@@ -0,0 +1,71 @@
#.
#Number of sub-folders allowed for schematics
# Default: 5
# Range: 0 ~ 20
schematicsNestingDepth = 5
#.
#Enable the fix that gives remaining items after manual application
applicationRemainingItemFix = true
#.
#Modify the stress output when a Fluid Vessel is used as a boiler
# Default: 0.8125
# Range: 0.0 ~ 3.4028234663852886E38
vesselBoilerStressMultiplier = 0.8125
#.
#Modify the heat level when a Fluid Vessel is used as a boiler
# Default: 0.5
# Range: 0.0 ~ 3.4028234663852886E38
vesselHeatMultiplier = 0.5
#.
#Limit the max boiler level achievable with a Fluid Vessel
# Default: 18
# Range: 0 ~ 18
vesselMaxLevel = 18
#.
#RPM of a Kinetic Battery when discharging
# Default: 64
# Range: 0 ~ 256
batteryDischargeRPM = 64
#.
#Max capacity of a Kinetic Battery in su-hours
# Default: 512.0
# Range: 0.0 ~ 8192.0
batteryCapacity = 512.0
#.
#Allow Redstone Links to have wildcards in both slots [restart required]
allowDualWildcardLink = true
#.
#Fine tune the kinetic stats of individual components
[stressValues.v1]
#.
#Stress impact of a powered brake [in Stress Units]
# Default: 16384.0
# Range: -Infinity ~ Infinity
brakeActiveStress = 16384.0
#.
#.
#[in Stress Units]
#Configure the individual stress impact of mechanical blocks. Note that this cost is doubled for every speed increase it receives.
[stressValues.v1.impact]
brass_gearbox = 0.0
centrifugal_clutch = 0.0
brake = 0.0
encased_chain_cogwheel = 0.0
kinetic_battery = 64.0
six_way_gearbox = 0.0
shear_pin = 0.0
parallel_gearbox = 0.0
inverted_gearshift = 0.0
freewheel_clutch = 0.0
overstress_clutch = 0.0
inverted_clutch = 0.0
#.
#[in Stress Units]
#Configure how much stress a source can accommodate for.
[stressValues.v1.capacity]
crank_wheel = 8.0
kinetic_battery = 32.0
large_crank_wheel = 8.0
+37
View File
@@ -0,0 +1,37 @@
#.
#Configs for the Client
[client]
#.
#Configure your vision range when submerged in Create Dream n' Desire's custom fluids
[client.fluidFogSettings]
#.
#The vision range through Sap will be multiplied by this factor
# Default: 0.125
# Range: 0.125 ~ 128.0
sap = 0.125
#.
#The vision range through Chocolate Milkshake will be multiplied by this factor
# Default: 0.125
# Range: 0.125 ~ 128.0
chocolateTransparencyMultiplier = 0.125
#.
#The vision range through Vanilla Milkshake will be multiplied by this factor
# Default: 0.125
# Range: 0.125 ~ 128.0
vanillaTransparencyMultiplier = 0.125
#.
#The vision range through Glowberry Milkshake will be multiplied by this factor
# Default: 0.125
# Range: 0.125 ~ 128.0
glowberryTransparencyMultiplier = 0.125
#.
#The vision range through Strawberry Milkshake will be multiplied by this factor
# Default: 0.125
# Range: 0.125 ~ 128.0
strawberryTransparencyMultiplier = 0.125
#.
#The vision range through Pumpkin Milkshake will be multiplied by this factor
# Default: 0.125
# Range: 0.125 ~ 128.0
pumpkinTransparencyMultiplier = 0.125
+52
View File
@@ -0,0 +1,52 @@
#.
#Configs for the World
[server]
#.
#Chance for and Ore Stone to spawn when on top of Bedrock while Milkshake Stone Generating
# Default: 25
# Range: 1 ~ 100
chanceForOreStone = 25
#.
#Chance for and Ore Stone to spawn when on top of Artificial Bedrock while Milkshake Stone Generating
# Default: 5
# Range: 0 ~ 100
chanceForArtificialOreStone = 5
#.
#Parameters and abilities of Create: Desires 2 Dream's kinetic mechanisms
[kinetics]
#.
#.
#Fine tune the kinetic stats of individual components
[kinetics.stressValues]
#.
#.
#[in Stress Units]
#Configure the individual stress impact of mechanical blocks. Note that this cost is doubled for every speed increase it receives.
[kinetics.stressValues.impact]
light_blue_propeller = 0.0
light_gray_propeller = 0.0
gray_propeller = 0.0
black_propeller = 0.0
white_propeller = 0.0
hydraulic_press = 16.0
propeller = 0.0
magenta_propeller = 0.0
pink_propeller = 0.0
lime_propeller = 0.0
cyan_propeller = 0.0
yellow_propeller = 0.0
green_propeller = 0.0
red_propeller = 0.0
brown_propeller = 0.0
orange_propeller = 0.0
blue_propeller = 0.0
purple_propeller = 0.0
#.
#[in Stress Units]
#Configure how much stress a source can accommodate for.
[kinetics.stressValues.capacity]
stirling_engine = 1024.0
@@ -0,0 +1,7 @@
[armor_effects]
#Increased effects level for echo armor (boolean, default = true)
strong_armor = true
[sword_effects]
#Increased effects level for echo sword (boolean, default = true)
strong_sword = true
@@ -0,0 +1,5 @@
#.
#The vision range through dye fluids will be multiplied by this factor
# Default: 1.0
# Range: 1.0 ~ 256.0
dyeVisionMultiplier = 1.0
@@ -0,0 +1,10 @@
#.
#The vision range through Dye Fluids will be multiplied by this factor
# Default: 1.0
# Range: 1.0 ~ 256.0
dyeVisionMultiplier = 1.0
#.
#The vision range through Dragon's Breath Fluid will be multiplied by this factor
# Default: 1.0
# Range: 1.0 ~ 256.0
dragonBreathVisionMultiplier = 1.0
@@ -0,0 +1,49 @@
#.
#Enable/Disable features of Create: Dragons Plus
#Mods depending on certain features may forcibly enable/disable them, in that case, the corresponding config will be ignored
#[@cui:RequiresReload:both]
[features]
#.
#.
#Fluid Feature Elements
[features.fluid]
#.
#If Dye Fluids should be enabled
"fluid/dye" = true
#.
#If Dragon's Breath Fluid should be enabled
"fluid/dragon_breath" = true
#.
#If colored concrete should be generated when Fye Fluid meets Lava
"fluid/dye/lava_interaction_generate_colored_concrete" = true
#.
#Block Feature Elements
[features.block]
#.
#If Fluid Hatch should be enabled
"block/fluid_hatch" = true
#.
#Item Feature Elements
[features.item]
#.
#If Blaze Upgrade Smithing Template should be enabled
"item/blaze_upgrade_smithing_template" = false
#.
#Recipe Feature Elements
[features.recipe]
#.
#If Automated Brewing Recipes for Dragon's Breath Fluid should be generated
"recipe/automatic_brewing/dragon_breath" = true
#.
#If Sand Paper Polishing Recipes for Polished Blocks should be generated
"recipe/sand_paper_polishing/polished_blocks" = true
#.
#If Sand Paper Polishing Recipes for Oxidized Blocks should be generated
"recipe/sand_paper_polishing/oxidized_blocks" = true
#.
#If Sand Paper Polishing Recipes for Waxed Blocks should be generated
"recipe/sand_paper_polishing/waxed_blocks" = true
@@ -0,0 +1,46 @@
#.
#Enable/Disable features of Create: Dragons Plus
#Mods depending on certain features may forcibly enable/disable them, in that case, the corresponding config will be ignored
#[@cui:RequiresReload:both]
[features]
#.
#.
#Fluid Feature Elements
[features.fluid]
#.
#If Dye Fluids should be enabled
"fluid/dye" = true
#.
#If Dragon's Breath Fluid should be enabled
"fluid/dragon_breath" = true
#.
#Block Feature Elements
[features.block]
#.
#If Fluid Hatch should be enabled
"block/fluid_hatch" = true
#.
#Item Feature Elements
[features.item]
#.
#If Blaze Upgrade Smithing Template should be enabled
"item/blaze_upgrade_smithing_template" = false
#.
#Recipe Feature Elements
[features.recipe]
#.
#If Automated Brewing Recipes for Dragon's Breath Fluid should be generated
"recipe/automatic_brewing/dragon_breath" = true
#.
#If Sand Paper Polishing Recipes for Polished Blocks should be generated
"recipe/sand_paper_polishing/polished_blocks" = true
#.
#If Sand Paper Polishing Recipes for Oxidized Blocks should be generated
"recipe/sand_paper_polishing/oxidized_blocks" = true
#.
#If Sand Paper Polishing Recipes for Waxed Blocks should be generated
"recipe/sand_paper_polishing/waxed_blocks" = true
@@ -0,0 +1,18 @@
#.
#Enable/Disable features of Create: Dragons Plus
#Mods depending on certain features may forcibly enable/disable them, in that case, the corresponding config will be ignored
#[@cui:RequiresReload:both]
[features]
#.
#.
#If Dye Fluids should be enabled and craftable from Dyes
dye_fluids = true
#.
#If Dragon's Breath Fluid should be enabled and craftable from Dragon's Breath item
dragons_breath_fluid = true
#.
#If Fluid Hatch should be enabled
fluid_hatch = true
#.
#If Blaze Upgrade Smithing Template should be enabled and generated in loot
blaze_upgrade_smithing_template = false
@@ -0,0 +1,49 @@
#.
#Enable/Disable features of Create: Dragons Plus
#Mods depending on certain features may forcibly enable/disable them, in that case, the corresponding config will be ignored
#[@cui:RequiresReload:both]
[features]
#.
#.
#Fluid Feature Elements
[features.fluid]
#.
#If Dye Fluids should be enabled
"fluid/dye" = true
#.
#If Dragon's Breath Fluid should be enabled
"fluid/dragon_breath" = true
#.
#If colored concrete should be generated when Dye Fluid meets Lava
"fluid/dye/lava_interaction_generate_colored_concrete" = true
#.
#Block Feature Elements
[features.block]
#.
#If Fluid Hatch should be enabled
"block/fluid_hatch" = true
#.
#Item Feature Elements
[features.item]
#.
#If Blaze Upgrade Smithing Template should be enabled
"item/blaze_upgrade_smithing_template" = false
#.
#Recipe Feature Elements
[features.recipe]
#.
#If Automated Brewing Recipes for Dragon's Breath Fluid should be generated
"recipe/automatic_brewing/dragon_breath" = true
#.
#If Sand Paper Polishing Recipes for Polished Blocks should be generated
"recipe/sand_paper_polishing/polished_blocks" = true
#.
#If Sand Paper Polishing Recipes for Oxidized Blocks should be generated
"recipe/sand_paper_polishing/oxidized_blocks" = true
#.
#If Sand Paper Polishing Recipes for Waxed Blocks should be generated
"recipe/sand_paper_polishing/waxed_blocks" = true
@@ -0,0 +1,10 @@
#.
#Packmakers' control panel for internal recipe compat
[recipes]
#.
#.
#If Bulk Coloring should be enabled
enableBulkColoring = true
#.
#If Bulk Freezing should be enabled
enableBulkFreezing = true
@@ -0,0 +1,16 @@
#.
#Packmakers' control panel for internal recipe compat
[recipes]
#.
#.
#If Bulk Coloring should be enabled
enableBulkColoring = true
#.
#If Bulk Freezing should be enabled
enableBulkFreezing = true
#.
#If Bulk Sanding should be enabled
enableBulkSanding = true
#.
#If Bulk Ending should be enabled
enableBulkEnding = true
@@ -0,0 +1,13 @@
#.
#Enable/Disable features of Create: Dragons Plus - Create: Simulated series Extension
#Mods depending on certain features may forcibly enable/disable them, in that case, the corresponding config will be ignored
#[@cui:RequiresReload:both]
[features]
#.
#.
#Fluid Feature Elements
[features.fluid]
#.
#If block interaction of air current through fluid should be enabled
"fluid/air_current_block_interaction" = true

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