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Jun 1st, 2019
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  1. # Configuration file
  2.  
  3. ~CONFIG_VERSION: 1.12.2-1.1.0
  4.  
  5. "@Modules" {
  6. B:CharmAutomation=false
  7. B:CharmBrewing=false
  8. B:CharmCrafting=true
  9. B:CharmEnchanting=false
  10. B:CharmSmithing=true
  11. B:CharmTweaks=true
  12. B:CharmWorld=true
  13. }
  14.  
  15.  
  16. CharmAutomation {
  17. # A storage block for gunpowder. Like Quark's sugar block, but dissolves in lava.
  18. B:GunpowderBlock=true
  19.  
  20. # A block that acts like sand but is powered like a block of redstone.
  21. B:RedstoneSand=true
  22. }
  23.  
  24.  
  25. CharmBrewing {
  26. # Brew cocoa beans in water to make Coffee which gives you a helpful boost.
  27. B:Coffee=true
  28.  
  29. # A nasty potion that withers living things.
  30. B:Decay=true
  31.  
  32. # Brew an Eye of Ender with a Night Vision potion to make a Potion of Ender Sight.
  33. # Enderman are attracted to your location and you might hear a ringing sound coming from the direction of a stronghold.
  34. #
  35. B:EnderSight=true
  36.  
  37. # Right-click a Long Potion on a cake make a Flavored Cake that gives a potion effect after eating each slice.
  38. B:FlavoredCake=true
  39.  
  40. # Allows Potion of Poison to be created from Mundane Potions and Poisonous Potatoes.
  41. B:PoisonousPotatoBrew=true
  42.  
  43. Coffee {
  44. # Duration (in seconds) of Coffee effects. (default 10)
  45. I:"Coffee effect duration"=10
  46. }
  47.  
  48. Decay {
  49. # Duration (in seconds) of decay effect when consumed. (default 5)
  50. I:"Decay duration"=5
  51.  
  52. # Strength of the Wither effect that accompanies the decay effect. (default 2)
  53. I:"Wither strength"=2
  54. }
  55.  
  56. EnderSight {
  57. # Invert the colours when under the effect of Ender Sight. (default true)
  58. B:"Client shader effect"=true
  59.  
  60. # Duration (in seconds) of Ender Sight effect when consumed. (default 10)
  61. I:"Ender Sight duration"=10
  62.  
  63. # Chance (out of 1.0) of an Enderman spawning close by when experiencing the Ender Sight effect. (default 0.05)
  64. D:"Enderman spawn chance"=0.05
  65. }
  66.  
  67. FlavoredCake {
  68. # Duration multiplier of the potion effect when eating a single slice of cake. (default 0.5)
  69. D:"Effect duration multiplier"=0.5
  70.  
  71. # List of Long Potions that can be used to make a cake.
  72. S:"Effect potion types" <
  73. swiftness
  74. strength
  75. leaping
  76. regeneration
  77. fire_resistance
  78. water_breathing
  79. invisibility
  80. night_vision
  81. >
  82. }
  83.  
  84. }
  85.  
  86.  
  87. CharmCrafting {
  88. # A compact storage solution borrowed lovingly from Minecraft 1.14.
  89. B:Barrel=false
  90.  
  91. # A bookshelf with 9 slots that can store books.
  92. # Provides the same enchanting power as a normal bookshelf as long as there is at least 1 book on the shelf.
  93. B:BookshelfChest=false
  94.  
  95. # Right-click the composter with organic items to add them. When the composter is full, bonemeal will be returned.
  96. B:Composter=true
  97.  
  98. # Offers a smaller storage solution with the benefit of being transportable. Name your crate on an anvil to change the displayed label.
  99. # You can also seal the crate by combining it with an iron ingot - the only way to get things out is to break it.
  100. B:Crate=false
  101.  
  102. # A storage block for ender pearls. Eating a chorus fruit will teleport you to a nearby ender pearl block.
  103. # If a silverfish burrows into an ender pearl block, it will become an endermite.
  104. B:EnderPearlBlock=true
  105.  
  106. # An elegant lighting solution. Comes in iron and gold.
  107. B:Lantern=true
  108.  
  109. # A storage block for rotten flesh. If the rotten flesh block has water on any of its sides, it has a chance to turn into dirt.
  110. # If there is a soil block above the rotten flesh block, it has a chance to turn into podzol.
  111. B:RottenFleshBlock=false
  112.  
  113. # Craft (or find) beetroot soup with a flower to make a suspicious soup.
  114. # Different flowers provide positive effects that are different for each world.
  115. # Be warned: these unstable concoctions might occasionally have negative side effects.
  116. B:SuspiciousSoup=false
  117.  
  118. Composter {
  119. # These items have a 100% chance of adding a level of compost.
  120. S:"Items with 100% chance" <
  121. minecraft:cake
  122. minecraft:pumpkin_pie
  123. quark:reed_block
  124. >
  125.  
  126. # These items have a 30% chance of adding a level of compost.
  127. S:"Items with 30% chance" <
  128. minecraft:beetroot_seeds
  129. minecraft:grass
  130. minecraft:leaves
  131. minecraft:leaves2
  132. minecraft:melon_seeds
  133. minecraft:pumpkin_seeds
  134. minecraft:sapling
  135. minecraft:wheat_seeds
  136. quark:leaf_carpet
  137. inspirations:enlightened_bush
  138. inspirations:cactus_seeds
  139. inspirations:sugar_cane_seeds
  140. inspirations:carrot_seeds
  141. inspirations:potato_seeds
  142. >
  143.  
  144. # These items have a 50% chance of adding a level of compost.
  145. S:"Items with 50% chance" <
  146. minecraft:cactus
  147. minecraft:melon
  148. minecraft:reeds
  149. minecraft:double_plant
  150. minecraft:tallgrass
  151. quark:roots
  152. quark:roots_black_flower
  153. quark:roots_blue_flower
  154. quark:roots_white_flower
  155. >
  156.  
  157. # These items have a 65% chance of adding a level of compost.
  158. S:"Items with 65% chance" <
  159. minecraft:apple
  160. minecraft:beetroot
  161. minecraft:carrot
  162. minecraft:dye[3]
  163. minecraft:tallgrass[2]
  164. minecraft:yellow_flower
  165. minecraft:red_flower
  166. minecraft:red_mushroom
  167. minecraft:brown_mushroom
  168. minecraft:potato
  169. minecraft:poisonous_potato
  170. minecraft:pumpkin
  171. minecraft:wheat
  172. quark:root_flower
  173. inspirations:flower
  174. inspirations:materials[4]
  175. inspirations:materials[5]
  176. inspirations:edibles[0]
  177. >
  178.  
  179. # These items have a 85% chance of adding a level of compost.
  180. S:"Items with 85% chance" <
  181. minecraft:baked_potato
  182. minecraft:bread
  183. minecraft:cookie
  184. minecraft:hay_block
  185. minecraft:red_mushroom_block
  186. minecraft:brown_mushroom_block
  187. quark:turf
  188. >
  189.  
  190. # Sets the maximum stack size of the composter output. (default 3)
  191. I:"Maximum number of output items"=3
  192.  
  193. # Items that may be produced by the composter when it is full.
  194. S:"Output from composter" <
  195. minecraft:dye[15]
  196. >
  197. }
  198.  
  199. Crate {
  200. # Enables the display of the crate's name when you look at the crate. (default true)
  201. B:"Show crate name"=true
  202.  
  203. # Amount of XP (levels) required to use a name tag to seal a crate. (default 0)
  204. I:"XP cost"=0
  205. }
  206.  
  207. EnderPearlBlock {
  208. # Chance (out of 1.0) of a silverfish burrowing into an Ender Pearl Block, creating an Endermite. (default 0.8)
  209. D:"Silverfish burrowing"=0.8
  210.  
  211. # If true, eating a Chorus Fruit while in range of an Ender Pearl Block will teleport you to it. (default true)
  212. B:"Teleport stabilization"=true
  213. }
  214.  
  215. Lantern {
  216. # Lanterns make a gentle fire crackling sound. (default true)
  217. B:"Ambient sound"=true
  218.  
  219. # Lantern will fall when the block under it is broken, or when the block above a hanging lantern is broken. (default true)
  220. B:"Lanterns obey gravity"=true
  221. }
  222.  
  223. RottenFleshBlock {
  224. # Flesh blocks give off random particles like mycelium. (default true)
  225. B:"Show particles"=true
  226.  
  227. # If true, a soil block directly above this rotten flesh block will turn to podzol over time. (default true)
  228. B:"Transform soil above to podzol"=true
  229.  
  230. # If true, this block will turn to dirt over time when surrounded by water on at least one side. (default true)
  231. B:"Transform to soil"=true
  232. }
  233.  
  234. SuspiciousSoup {
  235. # Add soup to mansions, igloos and village blacksmith loot. (default true)
  236. B:"Add to loot"=true
  237.  
  238. # Amount of half-hearts of health restored by consuming any soup. (default 10)
  239. I:"Health restored"=10
  240.  
  241. # Minimum duration (in seconds) of the effect(s) of the soup when consumed. (default 20)
  242. I:"Suspicious Soup duration"=20
  243. }
  244.  
  245. }
  246.  
  247.  
  248. CharmEnchanting {
  249. # Combine the Curse Break enchanted book with a cursed item on an anvil to remove the curse.
  250. B:CurseBreak=true
  251.  
  252. # Additional curses to ruin your day.
  253. # These curses can be given to player items when touched by a Spectre or being affected by the Decay potion.
  254. B:ExtraCurses=true
  255.  
  256. # A hoe with the Homing enchantment is attracted to ore of the same ingots that make up the head of the hoe.
  257. # Right click underground. If you hear a sound, you can follow it to the ore.
  258. B:Homing=true
  259.  
  260. # An item with the Salvage enchantment does not disappear when its durability is depleted, giving you a chance to get it repaired.
  261. # If the item runs out of durability the player will drop it and must be picked up again. Watch out for lava.
  262. B:Salvage=true
  263.  
  264. CurseBreak {
  265. # Amount of XP (levels) to remove a curse from an item (default 1)
  266. I:"XP cost"=1
  267. }
  268.  
  269. ExtraCurses {
  270. # Chance (out of 1.0) that an item affected by Clumsiness fails to do its job. (default 0.12)
  271. D:"Clumsiness chance"=0.12
  272.  
  273. # Chance (out of 1.0) that an item affected by Harming hurts the player. (default 0.12)
  274. D:"Harming chance"=0.12
  275.  
  276. # Amount of damage (in half-hearts) dealt to the player when using an item affected by Harming. (default 1)
  277. I:"Harming damage"=1
  278.  
  279. # List of mobs that can spawn when using an item affected by Haunting.
  280. S:"Haunting mobs" <
  281. zombie
  282. skeleton
  283. witch
  284. enderman
  285. charm:spectre
  286. >
  287.  
  288. # Chance (out of 1.0) that an item affected by Haunting causes a mob to spawn near the player. (default 0.12)
  289. D:"Haunting spawn chance"=0.12
  290.  
  291. # Distance (in blocks) where a mob can spawn when using an item affected by Haunting. (default 8)
  292. I:"Haunting spawn range"=8
  293.  
  294. # Maximum amount of durability damage given to an item affected by Rusting when the item is used. (default 12)
  295. I:"Rusting damage"=12
  296. }
  297.  
  298. }
  299.  
  300.  
  301. CharmSmithing {
  302. # Combine an item with its golden version on an anvil to reduce the original item's repair cost.
  303. B:DecreaseRepairCost=true
  304.  
  305. # Combine a Totem of Returning with a clock on an anvil to increase the number of times it can be used.
  306. B:ExtendTotemOfReturning=false
  307.  
  308. # Combine an Enchanted Book with empty bottles on an anvil to get Bottles o' Enchanting.
  309. # The more levels and enchantments the book has, the more bottles are returned.
  310. B:ExtractBookXP=true
  311.  
  312. # Extract enchantments from any enchanted item into an empty book.
  313. # The enchantments are weakened in the process, and the original item is destroyed.
  314. B:ExtractEnchantments=true
  315.  
  316. # Tallow can be combined on an anvil with a tool or armor to give a small durability boost.
  317. # Repairing using tallow has a chance to increase future repair costs of the tool or armor.
  318. # NOTE: Quark must be installed for this feature to be enabled.
  319. B:TallowIncreasesDurability=true
  320.  
  321. DecreaseRepairCost {
  322. # Amount that a golden item will decrease another item's repair cost. (default 2)
  323. I:"Decrease repair amount"=2
  324.  
  325. # Amount of XP (levels) to use a golden item to decrease another item's repair cost. (default 0)
  326. I:"XP cost"=0
  327. }
  328.  
  329. ExtendTotemOfReturning {
  330. # A map of items and the amount of uses they add to the totem.
  331. # Format is 'modid:name[meta]->uses'. If meta is not set, or '*', all meta values of the item will be used.
  332. S:"Items and uses" <
  333. minecraft:clock->1
  334. minecraft:sapling[2]->2
  335. >
  336.  
  337. # Amount of XP (levels) required to increase the number of times a Totem of Returning can be used. (default 5)
  338. I:"XP cost"=5
  339. }
  340.  
  341. ExtractBookXP {
  342. # The minimum number of glass bottles needed when converting enchantments. (default 5)
  343. I:"Minimum required bottles"=5
  344.  
  345. # Amount of XP (levels) to activate the conversion of enchantments into Bottles o' Enchanting. (default 0)
  346. I:"XP cost"=0
  347. }
  348.  
  349. ExtractEnchantments {
  350. # The minimum XP cost before adding XP equivalent to the enchantment level(s) of the item. (default 1)
  351. I:"Base XP cost"=1
  352.  
  353. # Number of levels that enchantments are weakened when converting. (default 1)
  354. I:"Weaken by amount"=1
  355. }
  356.  
  357. TallowIncreasesDurability {
  358. # Percentage (out of 1.0) of the tool or armor repaired by a piece of tallow. (default 0.02)
  359. D:"Amount repaired"=0.02
  360.  
  361. # Chance (out of 1.0) of tallow increasing the future repair cost of the tool. (default 0.75)
  362. D:"Chance of repair cost increase"=0.75
  363.  
  364. # Amount of XP (levels) required to repair. (default 0)
  365. I:"XP cost"=0
  366. }
  367.  
  368. }
  369.  
  370.  
  371. CharmTweaks {
  372. # Right click a cactus with an empty glass bottle for a chance to fill the bottle with water.
  373. B:CactusWater=true
  374.  
  375. # Cauldrons can be used as a permanent water source when sneaking.
  376. B:CauldronWaterSource=true
  377.  
  378. # Right-click on a beacon whilst crouching to bind the compass to the beacon's location.
  379. # If Quark is enabled the compass tooltip will be the same color as the beacon's beam.
  380. B:CompassBinding=true
  381.  
  382. # Changes the default dispenser recipe to allow damaged or enchanted bows.
  383. B:DispensersUseAnyBow=true
  384.  
  385. # Adds records of all Minecraft background music.
  386. B:ExtraRecords=true
  387.  
  388. # Increase the amount of nuggets returned when smelting iron and gold items with respect to their recipe and durability.
  389. B:FurnacesRecycleMore=true
  390.  
  391. # Leather armor is invisible and does not increase mob awareness when drinking Potion of Invisibility.
  392. B:LeatherArmorInvisibility=true
  393.  
  394. # Pickaxes break pistons (and sticky pistons) faster.
  395. B:PickaxesBreakPistons=true
  396.  
  397. # Like Quark's random animal textures, this feature lets wolves and cats spawn with additional skin textures.
  398. B:RandomAnimalTextures=true
  399.  
  400. # Stops the background music when playing a record in a jukebox to avoid a horrible cacophony.
  401. B:RecordsStopBackgroundMusic=true
  402.  
  403. # Limit furnace input slot to allow only items that have a smelting recipe.
  404. B:RestrictFurnaceInput=true
  405.  
  406. # Using shears to break a melon has a chance to drop all 9 melon pieces.
  407. B:ShearedMelons=true
  408.  
  409. # Landing on sponge absorbs some of the player's fall damage.
  410. B:SpongesReduceFallDamage=true
  411.  
  412. # Enchanted Books can stack (up to 16).
  413. B:StackableEnchantedBooks=true
  414.  
  415. # Milk buckets can stack (up to 16).
  416. B:StackableMilkBuckets=true
  417.  
  418. # Potions and water bottles can stack (up to 16).
  419. B:StackablePotions=true
  420.  
  421. # Tame animals will heal within the range of a beacon with regeneration effect.
  422. B:TamedAnimalsHealing=true
  423.  
  424. # Tamed animals no longer take direct damage from players.
  425. # They still suffer secondary effects, such as burning from a Fire Aspect sword.
  426. B:TamedAnimalsNoDamage=true
  427.  
  428. # Use a fortune-enchanted shovel on dirt, sand, clat or gravel for a chance to unearth dungeon treasure items.
  429. B:UnearthItems=true
  430.  
  431. # As long as a Totem of Undying is in your inventory, it will be consumed to protect you from death.
  432. B:UseTotemFromInventory=true
  433.  
  434. # Drink a bottle of water in a hot and dry biome to provide a regeneration boost.
  435. B:WaterInHotBiomes=true
  436.  
  437. # Wearing a Witch Hat protects your items from being cursed when touched by a Spectre.
  438. # NOTE: Quark must be installed for this feature to be enabled.
  439. B:WitchHatProtection=true
  440.  
  441. # A witch has a chance to drop a Potion of Decay when killed by a player.
  442. B:WitchesDropDecay=true
  443.  
  444. # A witch has a chance to drop a Potion of Luck when killed by a player.
  445. B:WitchesDropLuck=true
  446.  
  447. CompassBinding {
  448. # If true, adds co-ordinates and dimension to the bound compass tooltip. (default true)
  449. B:"Add compass information"=true
  450.  
  451. # If true, compasses can bind to banners. (default false)
  452. B:"Use Banners"=false
  453.  
  454. # If true, compasses can bind to active beacons. (default true)
  455. B:"Use Beacons"=true
  456.  
  457. # If true, compasses can bind to beds. (default false)
  458. B:"Use Beds"=false
  459. }
  460.  
  461. FurnacesRecycleMore {
  462. # Map of ingot items to their equivalent nugget items. Item recipes will be checked for these ingots.
  463. # Format is 'modid:inputname[meta]->modid:outputname[meta]->nuggetsPerIngot'.
  464. S:"Ingot to nugget conversion" <
  465. minecraft:iron_ingot->minecraft:iron_nugget->3
  466. minecraft:gold_ingot->minecraft:gold_nugget->3
  467. >
  468.  
  469. # A map of items that return nuggets when smelted.
  470. # Format is 'modid:inputname(->modid:outputname->ingots)'. Bracketed statement optional, overrides the type and number of ingots in recipe.
  471. S:"Recyclable items" <
  472. minecraft:shears
  473. minecraft:clock
  474. minecraft:compass
  475. minecraft:minecart
  476. minecraft:hopper
  477. minecraft:cauldron
  478. minecraft:bucket
  479. minecraft:rail
  480. minecraft:detector_rail
  481. minecraft:activator_rail
  482. minecraft:golden_rail
  483. minecraft:iron_door->minecraft:iron_ingot->2
  484. minecraft:iron_bars->minecraft:iron_ingot->2
  485. minecraft:iron_trapdoor
  486. minecraft:iron_pickaxe
  487. minecraft:iron_axe
  488. minecraft:iron_hoe
  489. minecraft:iron_sword
  490. minecraft:iron_shovel
  491. minecraft:iron_helmet
  492. minecraft:iron_chestplate
  493. minecraft:iron_leggings
  494. minecraft:iron_boots
  495. minecraft:golden_pickaxe
  496. minecraft:golden_axe
  497. minecraft:golden_hoe
  498. minecraft:golden_sword
  499. minecraft:golden_shovel
  500. minecraft:golden_helmet
  501. minecraft:golden_chestplate
  502. minecraft:golden_leggings
  503. minecraft:golden_boots
  504. minecraft:golden_apple[0]
  505. minecraft:chainmail_helmet->minecraft:iron_ingot->5
  506. minecraft:chainmail_chestplate->minecraft:iron_ingot->8
  507. minecraft:chainmail_leggings->minecraft:iron_ingot->7
  508. minecraft:chainmail_boots->minecraft:iron_ingot->4
  509. minecraft:iron_horse_armor->minecraft:iron_ingot->8
  510. minecraft:golden_horse_armor->minecraft:gold_ingot->8
  511. charm:nether_gold_deposit->minecraft:gold_ingot->1
  512. >
  513. }
  514.  
  515. RandomAnimalTextures {
  516. # Textures to use when rendering Black cats (Cat Type 2).
  517. S:"Black cat textures" <
  518. minecraft:black
  519. charm:all_black
  520. >
  521.  
  522. # Textures to use when rendering Ocelots.
  523. S:"Ocelot textures" <
  524. minecraft:ocelot
  525. >
  526.  
  527. # Enable random textures depending on the cat type, borrowed lovingly from Minecraft 1.14. (default true)
  528. B:"Random cat textures"=true
  529.  
  530. # Enable random wolf textures with brown, grey and black variants. (default true)
  531. B:"Random wolf textures"=true
  532.  
  533. # Textures to use when rendering Red cats (Cat Type 1).
  534. S:"Red cat textures" <
  535. minecraft:red
  536. charm:persian
  537. charm:tabby
  538. >
  539.  
  540. # Textures to use when rendering Siamese and other cats (Cat Type 3).
  541. S:"Siamese / other cat textures" <
  542. minecraft:siamese
  543. charm:calico
  544. charm:white
  545. charm:ragdoll
  546. charm:british_shorthair
  547. charm:jellie
  548. >
  549.  
  550. # Textures to use when rendering wolves.
  551. S:"Wolf textures" <
  552. minecraft:wolf
  553. charm:brown
  554. charm:grey
  555. charm:black
  556. >
  557. }
  558.  
  559. UnearthItems {
  560. # Chance (out of 1.0) of unearthing a treasure item when digging with an enchanted shovel/spade. (default 0.001)
  561. D:"Unearthing item chance"=0.001
  562.  
  563. # Maximum durability cost to the shovel when a treasure item is unearthed. (default 8)
  564. I:"Unearthing item damage"=8
  565.  
  566. # Blocks that treasure may be unearthed from when digging with an enchanted shovel/spade.
  567. S:"Valid blocks" <
  568. sand
  569. gravel
  570. clay
  571. dirt
  572. >
  573. }
  574.  
  575. WitchesDropDecay {
  576. # Chance (out of 1.0) of a witch dropping a Potion of Decay when killed by the player. (default 0.2)
  577. D:"Drop chance"=0.2
  578. }
  579.  
  580. WitchesDropLuck {
  581. # Chance (out of 1.0) of a witch dropping a Potion of Luck when killed by the player. (default 0.1)
  582. D:"Drop chance"=0.1
  583. }
  584.  
  585. }
  586.  
  587.  
  588. CharmWorld {
  589. # Abandoned Crates may be found underground. These crates are sealed so must be smashed to obtain contained items.
  590. B:AbandonedCrates=true
  591.  
  592. # Right-click a bat with a bucket to capture it.
  593. # Right-click your Bat in a Bucket to release the bat and help locate entities around you.
  594. B:BatBucket=true
  595.  
  596. # If you are holding an emerald and are struck by lightning, the emerald will become charged and you will take no damage.
  597. # Right-click a Charged Emerald to throw it, creating a lightning strike at the point of impact.
  598. B:ChargedEmeralds=true
  599.  
  600. # Endermite Powder has a chance of being dropped from an Endermite.
  601. # Use it in the End to help locate an End City.
  602. B:EndermitePowder=true
  603.  
  604. # Illusioners are spell-casting illagers equipped with bows that create fake copies of themselves while fighting.
  605. # This feature lets illusioners spawn in Roofed Forest biomes. An illusioner has a chance of dropping a totem.
  606. B:IllusionersInRoofedForest=true
  607.  
  608. # Villages spawn in more biomes. The type of biome determines what materials the village buildings are constructed from.
  609. B:MoreVillageBiomes=true
  610.  
  611. # Gold deposits spawn in the Nether that can be broken to receive gold nuggets.
  612. B:NetherGoldDeposits=false
  613.  
  614. # Spectres spawn in the darkness at quite a low depth, and are almost invisible to see.
  615. # When they touch the player they curse a weapon, tool or armor item and disappear.
  616. # They can be defeated by light - or by the lightest of hits.
  617. B:Spectre=false
  618.  
  619. # Swamp huts may generate with a filled cauldron, a chest of loot and a black cat.
  620. B:SwampHutDecorations=true
  621.  
  622. # Right-click with a Totem of Returning to bind it to a location in the world.
  623. # The next time you use the totem, you will be returned to that location, destroying the totem in the process.
  624. B:TotemOfReturning=true
  625.  
  626. # With the Totem of Shielding in your offhand (shield) slot, any damage you take is absorbed by the totem instead.
  627. B:TotemOfShielding=true
  628.  
  629. # Improves village aesthetics with internal and external decoration.
  630. # Houses and huts are populated with functional and decorative blocks according to a career/profession.
  631. # Village area can have more trees, flowers, crops, mobs and lights.
  632. B:VillageDecorations=true
  633.  
  634. # Villagers have additional trades. Librarians can buy back enchanted books, tool smiths repair very damaged anvils for a small iron cost, and zombie flesh is more useful.
  635. B:VillagerTrades=true
  636.  
  637. # Vindicators can be found wandering in Roofed Forest biomes.
  638. B:VindicatorsInRoofedForest=true
  639.  
  640. AbandonedCrates {
  641. # Chance (out of 1.0) of a crate generating in a chunk, if it is possible to do so. (default 0.3)
  642. D:"Generate crate chance"=0.3
  643.  
  644. # Crates will spawn higher than this Y value.
  645. # For Cubic Chunks you should set this value very low. (default 28)
  646. I:"Lower limit"=28
  647.  
  648. # Crates will spawn lower than this Y value. (default 48)
  649. I:"Upper limit"=48
  650. }
  651.  
  652. BatBucket {
  653. # Add the Bat in a Bucket to dungeon loot. (default true)
  654. B:"Add to loot"=true
  655.  
  656. # Maximum time (in seconds) that the glowing effect will last. (default 10)
  657. I:"Maximum time"=10
  658.  
  659. # Range (in blocks) in which entities will glow when the Bat in a Bucket is held. (default 24)
  660. I:"Viewing range"=24
  661. }
  662.  
  663. ChargedEmeralds {
  664. # Add the charged emerald to dungeon loot. (default true)
  665. B:"Add to loot"=true
  666.  
  667. # The maximum number of emeralds that will be converted into Charged Emeralds when a stack of emeralds is held. (default 3)
  668. I:"Maximum charged emeralds per strike"=3
  669. }
  670.  
  671. EndermitePowder {
  672. # Chance (out of 1.0) of an endermite dropping Endermite Powder when killed by the player. (default 0.5)
  673. D:"Drop chance"=0.5
  674. }
  675.  
  676. IllusionersInRoofedForest {
  677. # Chance (out of 1.0) of an illusioner dropping items when killed. (default 1.0)
  678. D:"Drop chance"=1.0
  679.  
  680. # The higher this value, the more illusioners will spawn. (default 30)
  681. I:"Spawn weight"=30
  682. }
  683.  
  684. MoreVillageBiomes {
  685. # Cold biomes where villages are constructed from Taiga wood.
  686. S:"Cold biomes" <
  687. taiga
  688. mutated_taiga
  689. mutated_taiga_cold
  690. ice_flats
  691. mutated_ice_flats
  692. >
  693.  
  694. # Desert biomes where villages are made from sandstone.
  695. S:"Desert biomes" <
  696. desert
  697. mutated_desert
  698. >
  699.  
  700. # Jungle biomes where villages are constructed from Jungle wood.
  701. S:"Jungle biomes" <
  702. jungle
  703. mutated_jungle
  704. >
  705.  
  706. # Plains biomes where villages are constructed from Oak wood.
  707. S:"Plains biomes" <
  708. plains
  709. mutated_plains
  710. swampland
  711. mutated_swampland
  712. >
  713.  
  714. # Savanna biomes where villages are constructed from Acacia wood.
  715. S:"Savanna biomes" <
  716. savanna
  717. mutated_savanna
  718. >
  719. }
  720.  
  721. Spectre {
  722. # Light level at which a Spectre disappears. (default 8)
  723. I:"Despawn light level"=8
  724.  
  725. # Maximum depth at which Spectres can spawn. (default 24)
  726. I:"Spawn depth"=24
  727.  
  728. # The higher this value, the more Spectres will spawn. (default 100)
  729. I:"Spawn weight"=100
  730. }
  731.  
  732. TotemOfReturning {
  733. # If Illusioners are enabled, add the totem as a possible drop. (default true)
  734. B:"Add as Illusioner drop"=true
  735.  
  736. # Add the totem to mansions, mineshafts and nether fortress loot. (default true)
  737. B:"Add to loot"=true
  738. }
  739.  
  740. TotemOfShielding {
  741. # If Illusioners are enabled, add the totem as a possible drop. (default true)
  742. B:"Add as Illusioner drop"=true
  743.  
  744. # Add the totem to mansions, pyramids and jungle temple loot. (default true)
  745. B:"Add to loot"=true
  746.  
  747. # The incoming player damage is multiplied by this amount before being transferred to the totem. (default 0.75)
  748. D:"Damage multiplier"=0.75
  749.  
  750. # Maximum durability of the totem. (default 100)
  751. I:"Maximum Health"=100
  752. }
  753.  
  754. VillageDecorations {
  755. # Armor Stands appear in village houses. (default true)
  756. B:"Armor Stands"=true
  757.  
  758. # Chance (out of 1.0) of a village having barrels containing farming-related loot and composters scattered within its boundary. (default 0.6)
  759. D:"Barrels and composters outside"=0.6
  760.  
  761. # Beds appear in village houses. (default true)
  762. B:Beds=true
  763.  
  764. # Coloured rugs appear in village houses and on the top of the village well. (default true)
  765. B:Carpet=true
  766.  
  767. # Chance (out of 1.0) of items and blocks considered 'common' to spawn. (default 0.9)
  768. D:"Common chance"=0.9
  769.  
  770. # Chance (out of 1.0) of a village having tilled soil, crops and water wells within its boundary. (default 0.8)
  771. D:"Crops outside"=0.8
  772.  
  773. # Decorative blocks appear in village houses, such as bookshelves, polished stone and planks. (default true)
  774. B:"Decorative Blocks"=true
  775.  
  776. # Chance (out of 1.0) of a chunk within the village boundary spawning a barrel.
  777. # This is only valid if the 'Barrels outside' config option allows it. (default 0.7)
  778. D:"Extra barrels weight"=0.7
  779.  
  780. # Chance (out of 1.0) of a chunk within the village boundary spawning a golem.
  781. # This is only valid if the 'Mobs outside' config option allows it. (default 0.1)
  782. D:"Extra golem weight"=0.1
  783.  
  784. # Chance (out of 1.0) of a chunk allowing any kind of mob generation.
  785. # The greater the chance, the more likely a mob will be considered to spawn.
  786. # This is only valid is the 'Mobs outside' config option allows it. (default 0.75)
  787. D:"Extra mobs weight"=0.75
  788.  
  789. # Chance (out of 1.0) of a chunk within the village boundary spawning some pumpkins.
  790. # This is only valid if the 'Pumpkins outside' config option allows it. (default 0.7)
  791. D:"Extra pumpkins weight"=0.7
  792.  
  793. # Chance (out of 1.0) of a village having more flowers (up to 3 types chosen based on village seed) within its boundary. (default 0.9)
  794. D:"Flowers outside"=0.9
  795.  
  796. # Functional / Interactive blocks appear in village houses, such as anvils, cauldrons and crafting tables. (default true)
  797. B:"Functional Blocks"=true
  798.  
  799. # Item frames appear on the walls of village houses, with items specific to the house theme. (default true)
  800. B:"Item Frames"=true
  801.  
  802. # Chance (out of 1.0) of a village having torches and lanterns scattered within its boundary. (default 0.8)
  803. D:"Lights outside"=0.8
  804.  
  805. # Chance (out of 1.0) of a village having more dogs, cats and golems within its boundary.
  806. # If the village is in a snowy biome, this option lets snow golems spawn. (default 0.75)
  807. D:"Mobs outside"=0.75
  808.  
  809. # Chance (out of 1.0) of a village having mushrooms spawn, including large mushrooms, within its boundary. (default 0.75)
  810. D:"Mushrooms outside"=0.75
  811.  
  812. # Chance (out of 1.0) of a village having pumpkins (and rarely melons) scattered within its boundary. (default 0.6)
  813. D:"Pumpkins outside"=0.6
  814.  
  815. # Chance (out of 1.0) of items and blocks considered 'rare' to spawn. (default 0.005)
  816. D:"Rare chance"=0.005
  817.  
  818. # Chests, crates and barrels (if enabled) appear in village houses, with loot specific to the house theme. (default true)
  819. B:Storage=true
  820.  
  821. # Torches appear in village houses and around fields to stop water freezing. (default true)
  822. B:Torches=true
  823.  
  824. # If true, trees that spawn within the village boundary can have vines hanging from them.
  825. # This is only valid if the 'Trees outside' config option allows it. (default true)
  826. B:"Trees can have vines"=true
  827.  
  828. # Chance (out of 1.0) of a village having different types of trees spawn within its boundary. (default 0.75)
  829. D:"Trees outside"=0.75
  830.  
  831. # Chance (out of 1.0) of items and blocks considered 'uncommon' to spawn. (default 0.35)
  832. D:"Uncommon chance"=0.35
  833.  
  834. # Chance (out of 1.0) of items and blocks considered 'valuable' to spawn. (default 0.05)
  835. D:"Valuable chance"=0.05
  836.  
  837. # Number of passes that the generator will erode structures in a zombie village chunk. (default 512)
  838. I:"Zombie village erosion damage"=512
  839.  
  840. # If true, zombie villages have damaged and eroded buildings and structures. (default true)
  841. B:"Zombie villages are eroded"=true
  842. }
  843.  
  844. VindicatorsInRoofedForest {
  845. # Chance (out of 1.0) of a vindicator spawning as Johnny. (default 0.05)
  846. D:"Chance for Johnny"=0.05
  847.  
  848. # The higher this value, the more vindicators will spawn. (default 90)
  849. I:"Spawn weight"=90
  850. }
  851.  
  852. }
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