Files
meatballcraft/config/randomthings.cfg
T
PietroSainaghi 35aff91e33 Finally a GIT!
2022-10-06 18:38:10 -07:00

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