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# Configuration file
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features {
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B:ArtificialEndPortal=true
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# Should Ender Anchors keep the Chunk they are in loaded
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B:EnderAnchorChunkloading=true
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# Should there be an Golden Egg in every Bean Pod?
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B:GoldenEgg=true
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# Whether the magnetic enchantment should be available.
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B:MagneticEnchantment=true
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# TRIES to remove the weird water texture showing around ALL non full blocks. This might look weird when you, for example, are on a ladder underwater. [default: false]
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B:RemoveUnderwaterTexture=false
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}
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internals {
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# Dimension ID for the Spectre Dimension
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I:SpectreID=-343800852
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}
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numbers {
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# The maximum radius an advanced item collector can be configured to have
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I:AdvancedItemCollectorMaxRange=10
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# How many blocks an Ancient Furnace can transform before stopping
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I:AncientFurnaceLimit=10000
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# How many blocks the Block Destabilizer can destabilize at once (0 = Unlimited)
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I:BlockDestabilizerLimit=50
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# The radius of a normal item collector
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I:ItemCollectorRange=3
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# How much Energy a Numbered Spectre Coil produces per Tick
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I:NumberedSpectreCoilEnergy=128
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# How far does the effect of a Rain Shield work? (In Blocks)
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I:RainShieldRange=80
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# How much does the chance of a spirit spawning increase after the ender dragon is defeated? (0.07 = 7%)
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D:SpiritChanceEndIncrease=0.07
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# How much does the moon increase the chance of a spirit spawning? (2 = 2% on full moon)
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D:SpiritChanceMoonMult=2.0
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# The base chance of a spirit spawning when an entity dies (0.01 = 1%)
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D:SpiritChanceNormal=0.01
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# How long a Spirit stays in the world after spawning (20=1 second)
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I:SpiritLifeTime=400
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# How many ticks have to pass for a Time in a Bottle to gain 1 second (20 = 1 Second)
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I:TimeInABottlePerSecond=20
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}
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visual {
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# Replaces the noisy default rune texture with a flat version
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B:FlatRunes=false
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# When set to true the coordinates a position filter / portkey point to won't be displayed in its tooltip.
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B:HideCoordinates=false
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}
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voxelprojector {
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# Should the client save models received by the server to disk so that they don't have to be requested again later?
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B:ClientModelSaving=true
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# The amount of bytes that can be used to transfer models to clients per tick (The default 1000 Byte equal 20 kbyte/sec)
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I:ModelTransferBandwidth=1000
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}
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##########################################################################################################
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# worldgen
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#--------------------------------------------------------------------------------------------------------#
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# Set to false to disable the generation of the respective objects
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##########################################################################################################
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worldgen {
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B:AncientFurnace=true
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B:Beans=true
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B:BiomeCrystal=true
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B:GlowingMushrooms=true
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B:LavaCharm=true
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B:Lotus=true
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B:MagicHood=true
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B:Nature-Core=true
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B:NumberedSpectreCoils=true
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B:PeaceCandle=true
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B:PitcherPlants=true
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B:Sakanade=true
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B:SlimeCube=true
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B:SummoningPendulum=true
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B:WaterChest=true
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}
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