Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- #Should TF Compatibility load? Turn off if TF's Compatibility is causing crashes or if not desired.
- doCompat = true
- #The dimension you can always travel to the Twilight Forest from, as well as the dimension you will return to. Defaults to the overworld. (domain:regname).
- originDimension = "minecraft:overworld"
- #Allow portals to the Twilight Forest to be made outside of the 'origin' dimension. May be considered an exploit.
- allowPortalsInOtherDimensions = false
- #Allow portals only for admins (Operators). This severely reduces the range in which the mod usually scans for valid portal conditions, and it scans near ops only.
- adminOnlyPortals = false
- #Disable Twilight Forest portal creation entirely. Provided for server operators looking to restrict action to the dimension.
- disablePortalCreation = false
- #Determines if new portals should be pre-checked for safety. If enabled, portals will fail to form rather than redirect to a safe alternate destination.
- #Note that enabling this also reduces the rate at which portal formation checks are performed.
- checkPortalDestination = false
- #Set this true if you want the lightning that zaps the portal to not set things on fire. For those who don't like fun.
- portalLightning = false
- #If false, the return portal will require the activation item.
- shouldReturnPortalBeUsable = true
- #Sets the default value of the game rule controlling enforced progression.
- progressionRuleDefault = true
- #Disable the uncrafting function of the uncrafting table. Provided as an option when interaction with other mods produces exploitable recipes.
- disableUncrafting = true
- #If true, Keepsake Caskets that are spawned when a player dies will not be accessible by other players. Use this if you dont want people taking from other people's death caskets. NOTE: server operators will still be able to open locked caskets.
- uuid_locking = false
- #Settings that are not reversible without consequences.
- ["Dimension Settings"]
- #If true, Twilight Forest will generate as a void except for Major Structures
- skylightForest = true
- #If true, players spawning for the first time will spawn in the Twilight Forest.
- newPlayersSpawnInTF = false
- #If true, giant Twilight Oaks will also spawn in void worlds
- skylightOaks = false
- #Destination dimension for Twilight Portals and some other logic as well
- twilightDimensionID = "twilightforest:twilightforest"
- #Defines custom stalactites generated in hollow hills.
- #Format is "modid:block size maxLength minHeight weight", where the properties are:
- #Size - the maximum length of the stalactite relative to the space between hill floor and ceiling,
- #Max length - maximum length of a stalactite in blocks,
- #Min height - minimum space between the hill floor and the stalactite to let it generate,
- #Weight - how often it generates.
- #
- #For example: "minecraft:iron_ore 0.7 8 1 24" would add a stalactite equal to the default iron ore stalactite.
- ["Dimension Settings"."Custom Hollow Hill Stalactites"]
- #Blocks generating as stalactites in all hills
- smallHill = []
- #Blocks generating as stalactites in medium and large hills
- mediumHill = []
- #Blocks generating as stalactites in large hills only
- largeHill = []
- #If true, default stalactites and stalactites defined by other mods will not be used.
- useConfigOnly = false
- #Weights for various small features
- ["Dimension Settings"."World-Gen Weights"]
- #Range: > 0
- fallenSmallLogWeight = 10
- #Range: > 0
- groveRuinsWeight = 5
- #Range: > 0
- stoneCircleWeight = 10
- #Range: > 0
- stalagmiteWeight = 12
- #Range: > 0
- druidHutWeight = 10
- #Range: > 0
- fallenHollowLogWeight = 10
- #Range: > 0
- hollowStumpWeight = 12
- #Range: > 0
- foundationWeight = 10
- #Range: > 0
- monolithWeight = 10
- #Range: > 0
- wellWeight = 10
- #Lets you sacrifice various things to improve world performance.
- ["Performance Tweaks"]
- #This controls the opacity of leaves, changing the amount of light blocked. Can be used to decrease complexity in some lighting checks.
- #Range: 0 ~ 255
- leavesLightOpacity = 1
- #Amount of canopy coverage. Lower numbers improve chunk generation speed at the cost of a thinner forest.
- #Range: 0.0 ~ 1.7976931348623157E308
- canopyCoverage = 1.7000000476837158
- #If the dimension has per-block skylight values. Disabling this will significantly improve world generation performance, at the cost of flat lighting everywhere.
- #WARNING: Once chunks are loaded without skylight, that data is lost and cannot easily be regenerated. Be careful!
- enableSkylight = true
- #Setting this true will make Twilight Glaciers generate with Packed Ice instead of regular translucent Ice, decreasing amount of light checking calculations.
- glacierPackedIce = false
- #Chance that a chunk in the Twilight Forest will contain a twilight oak tree. Higher numbers reduce the number of trees, increasing performance.
- #Range: > 1
- twilightOakChance = 48
- #We recommend downloading the Shield Parry mod for parrying, but these controls remain for without.
- ["Shield Parrying"]
- #The amount of ticks after raising a shield that makes it OK to parry an arrow.
- #Range: > 0
- shieldParryTicksArrow = 40
- #Range: > 0
- shieldParryTicksBeam = 10
- #The amount of ticks after raising a shield that makes it OK to parry a fireball.
- #Range: > 0
- shieldParryTicksFireball = 40
- #Set to true to parry non-Twilight projectiles.
- parryNonTwilightAttacks = false
- #The amount of ticks after raising a shield that makes it OK to parry a thrown item.
- #Range: > 0
- shieldParryTicksThrowable = 40
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement