Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Reconfigured Mod List for Apocalyptic Adventures
- Last Edited 02/08/2016
- Potion ID list
- AM2
- Own ID's
- AWWayofTime (blood magic)
- Own ID's 100-116
- Mod Configs
- AM2
- Filename: AM2
- under general
- B:CandlesAreRovingLights=false from true. Reason: Increases performance
- I:Meteor_Spawn_Min_Level=1 from 10. Reason: On TPPI it was incredibly rare to get moonstone (resource only, once per night for all players), this allows it to spawn near new players.
- B:MoonstoneMeteorDestroyTerrain=false from true. Reason: Keeps things clean
- B:WitchwoodLeafParticles=false from true. Reason: Increases performance
- B:disarm_affects_players=false from true Reason: Keeps disarm skill in game but disables it against players, best of both worlds
- under mobs
- I:FlickerSpawnRate=3 from 2. Reason: Useful to trap but hard to find in TPPI
- endercore
- under general
- I:anvilMaxLevel=60 from 40 Reason: Lots of new enchants to use levels on, whats the harm?
- I:disableVoidFog=2 from 1 Reason: Disables void fog for all world types. Void fog is annoying.
- SSTOW
- Filename: config
- under "tier 3 settings"
- B:"Redstone control"=true from false. Reason: Redstone control for early tier shards helps decrease farming max tier shard to get redstone control. Players should be able to turn on/off a less powerful spawner.
- under "tier 3 settings"
- B:"Redstone control"=true from false. Reason: Same as above
- MCA
- under general
- # The dimension IDs in which MCA villagers can spawn, separated by a comma.
- S:"Dimension whitelist"=0, 1, -1 default values, thought I'd bring attention to them as I don't know world id's for spawn, sanc, towny, fact, resource ect.
- # True if players can have the option to spawn structures during MCA's setup.
- B:"Enable structure spawning?"=false from true. Reason: could clutter maps/grief/lag server, who knows.
- Morph
- under abilities
- S:disabledAbilities=fly from blank, disables ability to fly after killing a bat. Too easy.
- Thaumcraft
- under biomes
- # higher values increases number of magical forest biomes. If you are using biome addon mods you probably want to increase this weight quite a bit
- I:magical_forest_biome_weight=25 from 5. Reason: Recommendation from above
- # higher values increases number of taint biomes. If you are using biome addon mods you probably want to increase this weight quite a bit
- I:taint_biome_weight=8 from 2. Reason: Recommendation from above
- under general
- # The chance per block update (1 in n) of the Taint biome spreading. Setting it to 0 prevents the spread of Taint biomes.
- I:biome_taint_spread=500 from 200 Reason: Slows down taint taking over biomes over time. Value copied from TRPG config
- # How rare nodes are in the world. The number means there will be (on average) one node per N chunks.
- I:node_rarity=9 from 36. Reason: Value copied from TRPG config
- # Determines how fast notifications scroll downwards.
- I:notification_delay=7500 Reason: Value copied from TRPG config
- # The chance of a node being special (pure, dark, unstable, etc.). The number means roughly 1 in N nodes will be special, so setting the number to 5 will mean 1 in 5 nodes may be special.
- I:special_node_rarity=10 from 18 Reason: Value copied from TRPG config
- under research
- # The total amount of RP you can have in your pool per aspect before the scanning soft cap kicks in.
- I:aspect_total_cap=500 from 100 Reason: Value copied from TRPG config
- Witchery
- under general
- B:AllowGoddessStatueRecipe=true from false Reason: Costs netherstars, removes curses, why not?
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement