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RandomThings.cfg
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# Configuration file
blocks {
B:BloodmoonSensor=true
B:DyeingMachine=true
B:EnderEnergyDistributor=true
B:EnergyDistributor=true
B:FertilizedDirt=true
B:FluidDisplay=true
B:ItemCollector=true
B:LapisLamp=true
B:MoonSensor=true
B:NotificationInterface=true
B:OnlineDetector=true
B:PlayerInterface=true
B:SpectreGlass=true
B:WirelessLever=true
}
dungeonloot {
I:WhiteStone=0
}
items {
B:BiomePainter=false
B:BiomeSolution=false
B:Bloodstone=true
B:CreativeChestGenerator=false
B:CreativeGrower=false
B:CreativeSword=false
B:DropFilter=true
B:EnderLetter=false
B:Ginto=false
B:Imbues=true
B:MagneticForce=false
B:OpSpectreKey=true
B:SoundRecorder=false
B:SpectreArmor=true
B:SpectreKey=true
B:SpectreSword=true
B:SpiritBinder=false
B:VoidStone=true
B:Whitestone=true
}
##########################################################################################################
# potionids #
#--------------------------------------------------------------------------------------------------------#
# Setting these to -1 will auto resolve them. If RandomThings finds a potion at the position of the #
# specified id it will try to find a free one. It will also dynamically increase the size of the potion #
# array if necessary. #
##########################################################################################################
potionids {
I:ImbueExperience=85
I:ImbueFire=88
I:ImbuePoison=84
I:ImbueSpectre=116
I:ImbueWeakness=99
I:ImbueWither=97
}
settings {
# The amount of ticks the biome capsule needs to collect 1 charge
I:BiomeChargeTime=20
# Whether fog will turn black on a Bloodmoon to look better with the red sky
B:BloodMoonBlackFog=true
# The chance of a bloodmoon happening (0=Never;1=Every night;0.05=5% of all nights)
D:BloodMoonChance=0.01
# Whether players are NOT allowed to sleep during a bloodmoon
B:BloodMoonNoSleep=true
# Whether light will be tinted red on a Bloodmoon
B:BloodMoonRedLight=true
# Whether the moon will be red on a Bloodmoon
B:BloodMoonRedMoon=true
# Whether the sky will turn red on a Bloodmoon
B:BloodMoonRedSky=true
# With which number should the default entity limit be multiplicated on a blood moon
I:BloodMoonSpawnLimitMult=2
# How close can enemys spawn next to the player on a bloodmoon in blocks? (Vanilla=24)
I:BloodMoonSpawnRange=6
# How much faster enemys spawn on a bloodmoon (0=Vanilla)
I:BloodMoonSpawnSpeed=3
# Whether players in the overworld should receive a message at the beginning of the bloodmoon
B:BloodmoonMessage=false
# Whether the Bloodmoon should respect the doMobSpawning gamerule
B:BloodmoonRespectGamerule=true
# Should monsters spawned by a bloodmoon vanish at dawn?
B:BloodmoonVanish=false
# Bonemeal particles will appear whenever fertilized dirt boosts the plant
B:FertilizedDirtGrowthIndicator=false
# How often should Fertilize Dirt tick the plant above it when it's ticked itself?
I:FertilizedDirtGrowthModifier=3
# The duration of imbues (in ticks)
I:ImbueDuration=6000
# A random number from 0-thisconfigoption will be added to the decay speed for every leaf.
# Setting this to 0 will decay leaves rather linearly while higher numbers will let the whole
# thing look more natural
I:LeaveDecayFuzz=5
# The amount of ticks every leaf needs to decay (Lower is faster)
I:LeaveDecaySpeed=7
# In ticks (20=1 Second)
I:MagneticForceTeleportLength=200
B:SpectreDimensionFog=true
# The Dimension ID of the spectre World. On first run and when you set this setting to -1
# RandomThings will try to find a dimensionID itself
I:SpectreDimensionID=2
# The chance of phasing through an attack while being imbued with spectre
D:SpectreImbueChance=1
# The chance of a spirit spawning when you don't use a Spectre Sword (0-1)
D:SpiritChance=0.05
# The chance of a spirit spawning when you have a spirit binder in your inventory and kill
# the entity with a spectre sword. (0-1)
D:SpiritChanceSword=0.2
# The range of a wireless lever in blocks
I:WirelessLeverRange=10
}
vanillachanges {
# Leaves will decay much faster when no longer connected to a log
B:FasterLeaveDecay=true
# The minimum light will be removed so if there's no light source it's actually going to be
# completely black
B:"Hardcore Darkness"=false
# Locks the Gamma to 0
B:LockedGamma=false
# The normal dirt background will be replaced with a different block each start
B:ModifiedBackgrounds=true
# When you throw something or shoot an arrow the motion of the player will be added to the
# motion of the projectile
B:ThrowableMotion=false
# If this is not empty the options background will not be random but the one specified here.
# This has to be a Resource Location, for more information visit the Curse Forge Page of Custom Backgrounds
S:fixedBackground=
}