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- # Configuration file
- ~CONFIG_VERSION: 1.12.2-1.1.0
- "@Modules" {
- B:CharmAutomation=false
- B:CharmBrewing=false
- B:CharmCrafting=true
- B:CharmEnchanting=false
- B:CharmSmithing=true
- B:CharmTweaks=true
- B:CharmWorld=true
- }
- CharmAutomation {
- # A storage block for gunpowder. Like Quark's sugar block, but dissolves in lava.
- B:GunpowderBlock=true
- # A block that acts like sand but is powered like a block of redstone.
- B:RedstoneSand=true
- }
- CharmBrewing {
- # Brew cocoa beans in water to make Coffee which gives you a helpful boost.
- B:Coffee=true
- # A nasty potion that withers living things.
- B:Decay=true
- # Brew an Eye of Ender with a Night Vision potion to make a Potion of Ender Sight.
- # Enderman are attracted to your location and you might hear a ringing sound coming from the direction of a stronghold.
- #
- B:EnderSight=true
- # Right-click a Long Potion on a cake make a Flavored Cake that gives a potion effect after eating each slice.
- B:FlavoredCake=true
- # Allows Potion of Poison to be created from Mundane Potions and Poisonous Potatoes.
- B:PoisonousPotatoBrew=true
- Coffee {
- # Duration (in seconds) of Coffee effects. (default 10)
- I:"Coffee effect duration"=10
- }
- Decay {
- # Duration (in seconds) of decay effect when consumed. (default 5)
- I:"Decay duration"=5
- # Strength of the Wither effect that accompanies the decay effect. (default 2)
- I:"Wither strength"=2
- }
- EnderSight {
- # Invert the colours when under the effect of Ender Sight. (default true)
- B:"Client shader effect"=true
- # Duration (in seconds) of Ender Sight effect when consumed. (default 10)
- I:"Ender Sight duration"=10
- # Chance (out of 1.0) of an Enderman spawning close by when experiencing the Ender Sight effect. (default 0.05)
- D:"Enderman spawn chance"=0.05
- }
- FlavoredCake {
- # Duration multiplier of the potion effect when eating a single slice of cake. (default 0.5)
- D:"Effect duration multiplier"=0.5
- # List of Long Potions that can be used to make a cake.
- S:"Effect potion types" <
- swiftness
- strength
- leaping
- regeneration
- fire_resistance
- water_breathing
- invisibility
- night_vision
- >
- }
- }
- CharmCrafting {
- # A compact storage solution borrowed lovingly from Minecraft 1.14.
- B:Barrel=false
- # A bookshelf with 9 slots that can store books.
- # Provides the same enchanting power as a normal bookshelf as long as there is at least 1 book on the shelf.
- B:BookshelfChest=false
- # Right-click the composter with organic items to add them. When the composter is full, bonemeal will be returned.
- B:Composter=true
- # Offers a smaller storage solution with the benefit of being transportable. Name your crate on an anvil to change the displayed label.
- # You can also seal the crate by combining it with an iron ingot - the only way to get things out is to break it.
- B:Crate=false
- # A storage block for ender pearls. Eating a chorus fruit will teleport you to a nearby ender pearl block.
- # If a silverfish burrows into an ender pearl block, it will become an endermite.
- B:EnderPearlBlock=true
- # An elegant lighting solution. Comes in iron and gold.
- B:Lantern=true
- # 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.
- # If there is a soil block above the rotten flesh block, it has a chance to turn into podzol.
- B:RottenFleshBlock=false
- # Craft (or find) beetroot soup with a flower to make a suspicious soup.
- # Different flowers provide positive effects that are different for each world.
- # Be warned: these unstable concoctions might occasionally have negative side effects.
- B:SuspiciousSoup=false
- Composter {
- # These items have a 100% chance of adding a level of compost.
- S:"Items with 100% chance" <
- minecraft:cake
- minecraft:pumpkin_pie
- quark:reed_block
- >
- # These items have a 30% chance of adding a level of compost.
- S:"Items with 30% chance" <
- minecraft:beetroot_seeds
- minecraft:grass
- minecraft:leaves
- minecraft:leaves2
- minecraft:melon_seeds
- minecraft:pumpkin_seeds
- minecraft:sapling
- minecraft:wheat_seeds
- quark:leaf_carpet
- inspirations:enlightened_bush
- inspirations:cactus_seeds
- inspirations:sugar_cane_seeds
- inspirations:carrot_seeds
- inspirations:potato_seeds
- >
- # These items have a 50% chance of adding a level of compost.
- S:"Items with 50% chance" <
- minecraft:cactus
- minecraft:melon
- minecraft:reeds
- minecraft:double_plant
- minecraft:tallgrass
- quark:roots
- quark:roots_black_flower
- quark:roots_blue_flower
- quark:roots_white_flower
- >
- # These items have a 65% chance of adding a level of compost.
- S:"Items with 65% chance" <
- minecraft:apple
- minecraft:beetroot
- minecraft:carrot
- minecraft:dye[3]
- minecraft:tallgrass[2]
- minecraft:yellow_flower
- minecraft:red_flower
- minecraft:red_mushroom
- minecraft:brown_mushroom
- minecraft:potato
- minecraft:poisonous_potato
- minecraft:pumpkin
- minecraft:wheat
- quark:root_flower
- inspirations:flower
- inspirations:materials[4]
- inspirations:materials[5]
- inspirations:edibles[0]
- >
- # These items have a 85% chance of adding a level of compost.
- S:"Items with 85% chance" <
- minecraft:baked_potato
- minecraft:bread
- minecraft:cookie
- minecraft:hay_block
- minecraft:red_mushroom_block
- minecraft:brown_mushroom_block
- quark:turf
- >
- # Sets the maximum stack size of the composter output. (default 3)
- I:"Maximum number of output items"=3
- # Items that may be produced by the composter when it is full.
- S:"Output from composter" <
- minecraft:dye[15]
- >
- }
- Crate {
- # Enables the display of the crate's name when you look at the crate. (default true)
- B:"Show crate name"=true
- # Amount of XP (levels) required to use a name tag to seal a crate. (default 0)
- I:"XP cost"=0
- }
- EnderPearlBlock {
- # Chance (out of 1.0) of a silverfish burrowing into an Ender Pearl Block, creating an Endermite. (default 0.8)
- D:"Silverfish burrowing"=0.8
- # If true, eating a Chorus Fruit while in range of an Ender Pearl Block will teleport you to it. (default true)
- B:"Teleport stabilization"=true
- }
- Lantern {
- # Lanterns make a gentle fire crackling sound. (default true)
- B:"Ambient sound"=true
- # Lantern will fall when the block under it is broken, or when the block above a hanging lantern is broken. (default true)
- B:"Lanterns obey gravity"=true
- }
- RottenFleshBlock {
- # Flesh blocks give off random particles like mycelium. (default true)
- B:"Show particles"=true
- # If true, a soil block directly above this rotten flesh block will turn to podzol over time. (default true)
- B:"Transform soil above to podzol"=true
- # If true, this block will turn to dirt over time when surrounded by water on at least one side. (default true)
- B:"Transform to soil"=true
- }
- SuspiciousSoup {
- # Add soup to mansions, igloos and village blacksmith loot. (default true)
- B:"Add to loot"=true
- # Amount of half-hearts of health restored by consuming any soup. (default 10)
- I:"Health restored"=10
- # Minimum duration (in seconds) of the effect(s) of the soup when consumed. (default 20)
- I:"Suspicious Soup duration"=20
- }
- }
- CharmEnchanting {
- # Combine the Curse Break enchanted book with a cursed item on an anvil to remove the curse.
- B:CurseBreak=true
- # Additional curses to ruin your day.
- # These curses can be given to player items when touched by a Spectre or being affected by the Decay potion.
- B:ExtraCurses=true
- # A hoe with the Homing enchantment is attracted to ore of the same ingots that make up the head of the hoe.
- # Right click underground. If you hear a sound, you can follow it to the ore.
- B:Homing=true
- # An item with the Salvage enchantment does not disappear when its durability is depleted, giving you a chance to get it repaired.
- # If the item runs out of durability the player will drop it and must be picked up again. Watch out for lava.
- B:Salvage=true
- CurseBreak {
- # Amount of XP (levels) to remove a curse from an item (default 1)
- I:"XP cost"=1
- }
- ExtraCurses {
- # Chance (out of 1.0) that an item affected by Clumsiness fails to do its job. (default 0.12)
- D:"Clumsiness chance"=0.12
- # Chance (out of 1.0) that an item affected by Harming hurts the player. (default 0.12)
- D:"Harming chance"=0.12
- # Amount of damage (in half-hearts) dealt to the player when using an item affected by Harming. (default 1)
- I:"Harming damage"=1
- # List of mobs that can spawn when using an item affected by Haunting.
- S:"Haunting mobs" <
- zombie
- skeleton
- witch
- enderman
- charm:spectre
- >
- # Chance (out of 1.0) that an item affected by Haunting causes a mob to spawn near the player. (default 0.12)
- D:"Haunting spawn chance"=0.12
- # Distance (in blocks) where a mob can spawn when using an item affected by Haunting. (default 8)
- I:"Haunting spawn range"=8
- # Maximum amount of durability damage given to an item affected by Rusting when the item is used. (default 12)
- I:"Rusting damage"=12
- }
- }
- CharmSmithing {
- # Combine an item with its golden version on an anvil to reduce the original item's repair cost.
- B:DecreaseRepairCost=true
- # Combine a Totem of Returning with a clock on an anvil to increase the number of times it can be used.
- B:ExtendTotemOfReturning=false
- # Combine an Enchanted Book with empty bottles on an anvil to get Bottles o' Enchanting.
- # The more levels and enchantments the book has, the more bottles are returned.
- B:ExtractBookXP=true
- # Extract enchantments from any enchanted item into an empty book.
- # The enchantments are weakened in the process, and the original item is destroyed.
- B:ExtractEnchantments=true
- # Tallow can be combined on an anvil with a tool or armor to give a small durability boost.
- # Repairing using tallow has a chance to increase future repair costs of the tool or armor.
- # NOTE: Quark must be installed for this feature to be enabled.
- B:TallowIncreasesDurability=true
- DecreaseRepairCost {
- # Amount that a golden item will decrease another item's repair cost. (default 2)
- I:"Decrease repair amount"=2
- # Amount of XP (levels) to use a golden item to decrease another item's repair cost. (default 0)
- I:"XP cost"=0
- }
- ExtendTotemOfReturning {
- # A map of items and the amount of uses they add to the totem.
- # Format is 'modid:name[meta]->uses'. If meta is not set, or '*', all meta values of the item will be used.
- S:"Items and uses" <
- minecraft:clock->1
- minecraft:sapling[2]->2
- >
- # Amount of XP (levels) required to increase the number of times a Totem of Returning can be used. (default 5)
- I:"XP cost"=5
- }
- ExtractBookXP {
- # The minimum number of glass bottles needed when converting enchantments. (default 5)
- I:"Minimum required bottles"=5
- # Amount of XP (levels) to activate the conversion of enchantments into Bottles o' Enchanting. (default 0)
- I:"XP cost"=0
- }
- ExtractEnchantments {
- # The minimum XP cost before adding XP equivalent to the enchantment level(s) of the item. (default 1)
- I:"Base XP cost"=1
- # Number of levels that enchantments are weakened when converting. (default 1)
- I:"Weaken by amount"=1
- }
- TallowIncreasesDurability {
- # Percentage (out of 1.0) of the tool or armor repaired by a piece of tallow. (default 0.02)
- D:"Amount repaired"=0.02
- # Chance (out of 1.0) of tallow increasing the future repair cost of the tool. (default 0.75)
- D:"Chance of repair cost increase"=0.75
- # Amount of XP (levels) required to repair. (default 0)
- I:"XP cost"=0
- }
- }
- CharmTweaks {
- # Right click a cactus with an empty glass bottle for a chance to fill the bottle with water.
- B:CactusWater=true
- # Cauldrons can be used as a permanent water source when sneaking.
- B:CauldronWaterSource=true
- # Right-click on a beacon whilst crouching to bind the compass to the beacon's location.
- # If Quark is enabled the compass tooltip will be the same color as the beacon's beam.
- B:CompassBinding=true
- # Changes the default dispenser recipe to allow damaged or enchanted bows.
- B:DispensersUseAnyBow=true
- # Adds records of all Minecraft background music.
- B:ExtraRecords=true
- # Increase the amount of nuggets returned when smelting iron and gold items with respect to their recipe and durability.
- B:FurnacesRecycleMore=true
- # Leather armor is invisible and does not increase mob awareness when drinking Potion of Invisibility.
- B:LeatherArmorInvisibility=true
- # Pickaxes break pistons (and sticky pistons) faster.
- B:PickaxesBreakPistons=true
- # Like Quark's random animal textures, this feature lets wolves and cats spawn with additional skin textures.
- B:RandomAnimalTextures=true
- # Stops the background music when playing a record in a jukebox to avoid a horrible cacophony.
- B:RecordsStopBackgroundMusic=true
- # Limit furnace input slot to allow only items that have a smelting recipe.
- B:RestrictFurnaceInput=true
- # Using shears to break a melon has a chance to drop all 9 melon pieces.
- B:ShearedMelons=true
- # Landing on sponge absorbs some of the player's fall damage.
- B:SpongesReduceFallDamage=true
- # Enchanted Books can stack (up to 16).
- B:StackableEnchantedBooks=true
- # Milk buckets can stack (up to 16).
- B:StackableMilkBuckets=true
- # Potions and water bottles can stack (up to 16).
- B:StackablePotions=true
- # Tame animals will heal within the range of a beacon with regeneration effect.
- B:TamedAnimalsHealing=true
- # Tamed animals no longer take direct damage from players.
- # They still suffer secondary effects, such as burning from a Fire Aspect sword.
- B:TamedAnimalsNoDamage=true
- # Use a fortune-enchanted shovel on dirt, sand, clat or gravel for a chance to unearth dungeon treasure items.
- B:UnearthItems=true
- # As long as a Totem of Undying is in your inventory, it will be consumed to protect you from death.
- B:UseTotemFromInventory=true
- # Drink a bottle of water in a hot and dry biome to provide a regeneration boost.
- B:WaterInHotBiomes=true
- # Wearing a Witch Hat protects your items from being cursed when touched by a Spectre.
- # NOTE: Quark must be installed for this feature to be enabled.
- B:WitchHatProtection=true
- # A witch has a chance to drop a Potion of Decay when killed by a player.
- B:WitchesDropDecay=true
- # A witch has a chance to drop a Potion of Luck when killed by a player.
- B:WitchesDropLuck=true
- CompassBinding {
- # If true, adds co-ordinates and dimension to the bound compass tooltip. (default true)
- B:"Add compass information"=true
- # If true, compasses can bind to banners. (default false)
- B:"Use Banners"=false
- # If true, compasses can bind to active beacons. (default true)
- B:"Use Beacons"=true
- # If true, compasses can bind to beds. (default false)
- B:"Use Beds"=false
- }
- FurnacesRecycleMore {
- # Map of ingot items to their equivalent nugget items. Item recipes will be checked for these ingots.
- # Format is 'modid:inputname[meta]->modid:outputname[meta]->nuggetsPerIngot'.
- S:"Ingot to nugget conversion" <
- minecraft:iron_ingot->minecraft:iron_nugget->3
- minecraft:gold_ingot->minecraft:gold_nugget->3
- >
- # A map of items that return nuggets when smelted.
- # Format is 'modid:inputname(->modid:outputname->ingots)'. Bracketed statement optional, overrides the type and number of ingots in recipe.
- S:"Recyclable items" <
- minecraft:shears
- minecraft:clock
- minecraft:compass
- minecraft:minecart
- minecraft:hopper
- minecraft:cauldron
- minecraft:bucket
- minecraft:rail
- minecraft:detector_rail
- minecraft:activator_rail
- minecraft:golden_rail
- minecraft:iron_door->minecraft:iron_ingot->2
- minecraft:iron_bars->minecraft:iron_ingot->2
- minecraft:iron_trapdoor
- minecraft:iron_pickaxe
- minecraft:iron_axe
- minecraft:iron_hoe
- minecraft:iron_sword
- minecraft:iron_shovel
- minecraft:iron_helmet
- minecraft:iron_chestplate
- minecraft:iron_leggings
- minecraft:iron_boots
- minecraft:golden_pickaxe
- minecraft:golden_axe
- minecraft:golden_hoe
- minecraft:golden_sword
- minecraft:golden_shovel
- minecraft:golden_helmet
- minecraft:golden_chestplate
- minecraft:golden_leggings
- minecraft:golden_boots
- minecraft:golden_apple[0]
- minecraft:chainmail_helmet->minecraft:iron_ingot->5
- minecraft:chainmail_chestplate->minecraft:iron_ingot->8
- minecraft:chainmail_leggings->minecraft:iron_ingot->7
- minecraft:chainmail_boots->minecraft:iron_ingot->4
- minecraft:iron_horse_armor->minecraft:iron_ingot->8
- minecraft:golden_horse_armor->minecraft:gold_ingot->8
- charm:nether_gold_deposit->minecraft:gold_ingot->1
- >
- }
- RandomAnimalTextures {
- # Textures to use when rendering Black cats (Cat Type 2).
- S:"Black cat textures" <
- minecraft:black
- charm:all_black
- >
- # Textures to use when rendering Ocelots.
- S:"Ocelot textures" <
- minecraft:ocelot
- >
- # Enable random textures depending on the cat type, borrowed lovingly from Minecraft 1.14. (default true)
- B:"Random cat textures"=true
- # Enable random wolf textures with brown, grey and black variants. (default true)
- B:"Random wolf textures"=true
- # Textures to use when rendering Red cats (Cat Type 1).
- S:"Red cat textures" <
- minecraft:red
- charm:persian
- charm:tabby
- >
- # Textures to use when rendering Siamese and other cats (Cat Type 3).
- S:"Siamese / other cat textures" <
- minecraft:siamese
- charm:calico
- charm:white
- charm:ragdoll
- charm:british_shorthair
- charm:jellie
- >
- # Textures to use when rendering wolves.
- S:"Wolf textures" <
- minecraft:wolf
- charm:brown
- charm:grey
- charm:black
- >
- }
- UnearthItems {
- # Chance (out of 1.0) of unearthing a treasure item when digging with an enchanted shovel/spade. (default 0.001)
- D:"Unearthing item chance"=0.001
- # Maximum durability cost to the shovel when a treasure item is unearthed. (default 8)
- I:"Unearthing item damage"=8
- # Blocks that treasure may be unearthed from when digging with an enchanted shovel/spade.
- S:"Valid blocks" <
- sand
- gravel
- clay
- dirt
- >
- }
- WitchesDropDecay {
- # Chance (out of 1.0) of a witch dropping a Potion of Decay when killed by the player. (default 0.2)
- D:"Drop chance"=0.2
- }
- WitchesDropLuck {
- # Chance (out of 1.0) of a witch dropping a Potion of Luck when killed by the player. (default 0.1)
- D:"Drop chance"=0.1
- }
- }
- CharmWorld {
- # Abandoned Crates may be found underground. These crates are sealed so must be smashed to obtain contained items.
- B:AbandonedCrates=true
- # Right-click a bat with a bucket to capture it.
- # Right-click your Bat in a Bucket to release the bat and help locate entities around you.
- B:BatBucket=true
- # If you are holding an emerald and are struck by lightning, the emerald will become charged and you will take no damage.
- # Right-click a Charged Emerald to throw it, creating a lightning strike at the point of impact.
- B:ChargedEmeralds=true
- # Endermite Powder has a chance of being dropped from an Endermite.
- # Use it in the End to help locate an End City.
- B:EndermitePowder=true
- # Illusioners are spell-casting illagers equipped with bows that create fake copies of themselves while fighting.
- # This feature lets illusioners spawn in Roofed Forest biomes. An illusioner has a chance of dropping a totem.
- B:IllusionersInRoofedForest=true
- # Villages spawn in more biomes. The type of biome determines what materials the village buildings are constructed from.
- B:MoreVillageBiomes=true
- # Gold deposits spawn in the Nether that can be broken to receive gold nuggets.
- B:NetherGoldDeposits=false
- # Spectres spawn in the darkness at quite a low depth, and are almost invisible to see.
- # When they touch the player they curse a weapon, tool or armor item and disappear.
- # They can be defeated by light - or by the lightest of hits.
- B:Spectre=false
- # Swamp huts may generate with a filled cauldron, a chest of loot and a black cat.
- B:SwampHutDecorations=true
- # Right-click with a Totem of Returning to bind it to a location in the world.
- # The next time you use the totem, you will be returned to that location, destroying the totem in the process.
- B:TotemOfReturning=true
- # With the Totem of Shielding in your offhand (shield) slot, any damage you take is absorbed by the totem instead.
- B:TotemOfShielding=true
- # Improves village aesthetics with internal and external decoration.
- # Houses and huts are populated with functional and decorative blocks according to a career/profession.
- # Village area can have more trees, flowers, crops, mobs and lights.
- B:VillageDecorations=true
- # 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.
- B:VillagerTrades=true
- # Vindicators can be found wandering in Roofed Forest biomes.
- B:VindicatorsInRoofedForest=true
- AbandonedCrates {
- # Chance (out of 1.0) of a crate generating in a chunk, if it is possible to do so. (default 0.3)
- D:"Generate crate chance"=0.3
- # Crates will spawn higher than this Y value.
- # For Cubic Chunks you should set this value very low. (default 28)
- I:"Lower limit"=28
- # Crates will spawn lower than this Y value. (default 48)
- I:"Upper limit"=48
- }
- BatBucket {
- # Add the Bat in a Bucket to dungeon loot. (default true)
- B:"Add to loot"=true
- # Maximum time (in seconds) that the glowing effect will last. (default 10)
- I:"Maximum time"=10
- # Range (in blocks) in which entities will glow when the Bat in a Bucket is held. (default 24)
- I:"Viewing range"=24
- }
- ChargedEmeralds {
- # Add the charged emerald to dungeon loot. (default true)
- B:"Add to loot"=true
- # The maximum number of emeralds that will be converted into Charged Emeralds when a stack of emeralds is held. (default 3)
- I:"Maximum charged emeralds per strike"=3
- }
- EndermitePowder {
- # Chance (out of 1.0) of an endermite dropping Endermite Powder when killed by the player. (default 0.5)
- D:"Drop chance"=0.5
- }
- IllusionersInRoofedForest {
- # Chance (out of 1.0) of an illusioner dropping items when killed. (default 1.0)
- D:"Drop chance"=1.0
- # The higher this value, the more illusioners will spawn. (default 30)
- I:"Spawn weight"=30
- }
- MoreVillageBiomes {
- # Cold biomes where villages are constructed from Taiga wood.
- S:"Cold biomes" <
- taiga
- mutated_taiga
- mutated_taiga_cold
- ice_flats
- mutated_ice_flats
- >
- # Desert biomes where villages are made from sandstone.
- S:"Desert biomes" <
- desert
- mutated_desert
- >
- # Jungle biomes where villages are constructed from Jungle wood.
- S:"Jungle biomes" <
- jungle
- mutated_jungle
- >
- # Plains biomes where villages are constructed from Oak wood.
- S:"Plains biomes" <
- plains
- mutated_plains
- swampland
- mutated_swampland
- >
- # Savanna biomes where villages are constructed from Acacia wood.
- S:"Savanna biomes" <
- savanna
- mutated_savanna
- >
- }
- Spectre {
- # Light level at which a Spectre disappears. (default 8)
- I:"Despawn light level"=8
- # Maximum depth at which Spectres can spawn. (default 24)
- I:"Spawn depth"=24
- # The higher this value, the more Spectres will spawn. (default 100)
- I:"Spawn weight"=100
- }
- TotemOfReturning {
- # If Illusioners are enabled, add the totem as a possible drop. (default true)
- B:"Add as Illusioner drop"=true
- # Add the totem to mansions, mineshafts and nether fortress loot. (default true)
- B:"Add to loot"=true
- }
- TotemOfShielding {
- # If Illusioners are enabled, add the totem as a possible drop. (default true)
- B:"Add as Illusioner drop"=true
- # Add the totem to mansions, pyramids and jungle temple loot. (default true)
- B:"Add to loot"=true
- # The incoming player damage is multiplied by this amount before being transferred to the totem. (default 0.75)
- D:"Damage multiplier"=0.75
- # Maximum durability of the totem. (default 100)
- I:"Maximum Health"=100
- }
- VillageDecorations {
- # Armor Stands appear in village houses. (default true)
- B:"Armor Stands"=true
- # Chance (out of 1.0) of a village having barrels containing farming-related loot and composters scattered within its boundary. (default 0.6)
- D:"Barrels and composters outside"=0.6
- # Beds appear in village houses. (default true)
- B:Beds=true
- # Coloured rugs appear in village houses and on the top of the village well. (default true)
- B:Carpet=true
- # Chance (out of 1.0) of items and blocks considered 'common' to spawn. (default 0.9)
- D:"Common chance"=0.9
- # Chance (out of 1.0) of a village having tilled soil, crops and water wells within its boundary. (default 0.8)
- D:"Crops outside"=0.8
- # Decorative blocks appear in village houses, such as bookshelves, polished stone and planks. (default true)
- B:"Decorative Blocks"=true
- # Chance (out of 1.0) of a chunk within the village boundary spawning a barrel.
- # This is only valid if the 'Barrels outside' config option allows it. (default 0.7)
- D:"Extra barrels weight"=0.7
- # Chance (out of 1.0) of a chunk within the village boundary spawning a golem.
- # This is only valid if the 'Mobs outside' config option allows it. (default 0.1)
- D:"Extra golem weight"=0.1
- # Chance (out of 1.0) of a chunk allowing any kind of mob generation.
- # The greater the chance, the more likely a mob will be considered to spawn.
- # This is only valid is the 'Mobs outside' config option allows it. (default 0.75)
- D:"Extra mobs weight"=0.75
- # Chance (out of 1.0) of a chunk within the village boundary spawning some pumpkins.
- # This is only valid if the 'Pumpkins outside' config option allows it. (default 0.7)
- D:"Extra pumpkins weight"=0.7
- # 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)
- D:"Flowers outside"=0.9
- # Functional / Interactive blocks appear in village houses, such as anvils, cauldrons and crafting tables. (default true)
- B:"Functional Blocks"=true
- # Item frames appear on the walls of village houses, with items specific to the house theme. (default true)
- B:"Item Frames"=true
- # Chance (out of 1.0) of a village having torches and lanterns scattered within its boundary. (default 0.8)
- D:"Lights outside"=0.8
- # Chance (out of 1.0) of a village having more dogs, cats and golems within its boundary.
- # If the village is in a snowy biome, this option lets snow golems spawn. (default 0.75)
- D:"Mobs outside"=0.75
- # Chance (out of 1.0) of a village having mushrooms spawn, including large mushrooms, within its boundary. (default 0.75)
- D:"Mushrooms outside"=0.75
- # Chance (out of 1.0) of a village having pumpkins (and rarely melons) scattered within its boundary. (default 0.6)
- D:"Pumpkins outside"=0.6
- # Chance (out of 1.0) of items and blocks considered 'rare' to spawn. (default 0.005)
- D:"Rare chance"=0.005
- # Chests, crates and barrels (if enabled) appear in village houses, with loot specific to the house theme. (default true)
- B:Storage=true
- # Torches appear in village houses and around fields to stop water freezing. (default true)
- B:Torches=true
- # If true, trees that spawn within the village boundary can have vines hanging from them.
- # This is only valid if the 'Trees outside' config option allows it. (default true)
- B:"Trees can have vines"=true
- # Chance (out of 1.0) of a village having different types of trees spawn within its boundary. (default 0.75)
- D:"Trees outside"=0.75
- # Chance (out of 1.0) of items and blocks considered 'uncommon' to spawn. (default 0.35)
- D:"Uncommon chance"=0.35
- # Chance (out of 1.0) of items and blocks considered 'valuable' to spawn. (default 0.05)
- D:"Valuable chance"=0.05
- # Number of passes that the generator will erode structures in a zombie village chunk. (default 512)
- I:"Zombie village erosion damage"=512
- # If true, zombie villages have damaged and eroded buildings and structures. (default true)
- B:"Zombie villages are eroded"=true
- }
- VindicatorsInRoofedForest {
- # Chance (out of 1.0) of a vindicator spawning as Johnny. (default 0.05)
- D:"Chance for Johnny"=0.05
- # The higher this value, the more vindicators will spawn. (default 90)
- I:"Spawn weight"=90
- }
- }
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