This commit is contained in:
Ashley Graves 2024-07-26 20:52:10 +02:00
parent 36ec3ef3ee
commit afe6904207
1342 changed files with 331973 additions and 2 deletions

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#Dynamic light toggle
dynamic_light_toggle = false
#Light level an entity should emit when dynamic lights are on
#Example entry: minecraft:blaze=15
entity_lights = ["minecraft:blaze=10", "minecraft:magma_cube=8", "minecraft:spectral_arrow=8"]
#Light level an item should emit when held when dynamic lights are on
#Example entry: minecraft:stick=15
item_lights = ["hexerei:moon_dust=8", "minecraft:redstone_torch=10", "minecraft:soul_lantern=12", "minecraft:glow_ink_sac=10", "minecraft:verdant_froglight=15", "minecraft:blaze_rod=10", "minecraft:shroomlight=10", "minecraft:lantern=14", "minecraft:soul_torch=10", "minecraft:glow_berries=8", "minecraft:glowstone_dust=8", "minecraft:pearlescent_froglight=15", "minecraft:nether_star=14", "minecraft:glowstone=15", "minecraft:torch=14", "minecraft:ochre_froglight=15", "minecraft:lava_bucket=15"]
["List of Extra Fonts"]
#list of fonts that can be used, mainly for the book of shadows
font_list = ["minecraft:default", "hexerei:fancy", "hexerei:bloody", "hexerei:earth", "hexerei:seattle", "hexerei:medieval", "hexerei:augusta"]

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["Herb Jar Settings"]
#Disabling allows jars to hold any item
jars_only_hold_herbs = true
["Sage Burning Plate Settings"]
#Range of the Sage Burning Plate, setting to 0 will disable completely
spawn_disable_range = 48
["Crow Pickpocket Cooldown"]
#time (in ticks) for crow being able to pickpocket again (base 1 minute 30 seconds)
crow_pickpocket_cooldown = 1800
["Broom Brush Durability"]
#broom brush durability
broom_brush_durability = 100
["Herb Enhanced Brush Durability"]
#Herb Enhanced brush durability
herb_enhanced_brush_durability = 200
["Moon Dust Brush Durability"]
#Moon Dust brush durability
moon_dust_brush_durability = 200
["Thruster Brush Durability"]
#thruster brush durability
thruster_brush_durability = 400
["Broom Waterproof Tip Durability"]
#Broom Waterproof Tip Durability
broom_waterproof_tip_durability = 800
["Broom Netherite Tip Durability"]
#Broom Netherite Tip Durability
broom_netherite_tip_durability = 200
["Sage Bundle Durability"]
#time (in ticks) for the sage bundle to burn out (default 3600 - 1 hour)
sage_bundle_durability = 3600
["Coffer Item Blacklist"]
#blacklists items from being placed inside of coffers
coffer_blacklist = ["minecraft:shulker_box", "minecraft:white_shulker_box", "minecraft:orange_shulker_box", "minecraft:magenta_shulker_box", "minecraft:light_blue_shulker_box", "minecraft:yellow_shulker_box", "minecraft:lime_shulker_box", "minecraft:pink_shulker_box", "minecraft:gray_shulker_box", "minecraft:light_gray_shulker_box", "minecraft:cyan_shulker_box", "minecraft:purple_shulker_box", "minecraft:blue_shulker_box", "minecraft:brown_shulker_box", "minecraft:green_shulker_box", "minecraft:red_shulker_box", "minecraft:black_shulker_box", "hexerei:coffer"]
["Biome Generation"]
#rarity of the willow swamp biome, 0 to disable
#Range: > 0
willow_swamp_rarity = 2

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{
"defaultSigningMode": "PROMPT",
"enableMod": true,
"showNCRButton": true,
"showReloadButton": true,
"verifiedIconEnabled": true,
"showServerSafety": true,
"hideInsecureMessageIndicators": true,
"hideModifiedMessageIndicators": true,
"hideSystemMessageIndicators": true,
"hideWarningToast": true,
"hideSigningRequestMessage": false,
"alwaysHideReportButton": false,
"skipRealmsWarning": false,
"disableTelemetry": true,
"removeTelemetryButton": true,
"demandOnServer": false,
"verifiedIconOffsetX": 0,
"verifiedIconOffsetY": 0
}

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{
"demandOnClientMessage": "You do not have No Chat Reports, and this server is configured to require it on client!",
"demandOnClient": false,
"convertToGameMessage": true,
"addQueryData": true,
"enableDebugLog": false
}

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{
"skipWarning": false,
"enableEncryption": false,
"encryptPublic": true,
"showEncryptionButton": true,
"showEncryptionIndicators": true,
"encryptionKey": "blfrngArk3chG6wzncOZ5A\u003d\u003d",
"encryptionPassphrase": "",
"algorithmName": "AES/CFB8+Base64",
"encryptableCommands": [
"msg:1",
"w:1",
"whisper:1",
"tell:1",
"r:0",
"dm:1",
"me:0",
"m:1",
"t:1",
"pm:1",
"emsg:1",
"epm:1",
"etell:1",
"ewhisper:1",
"message:1",
"reply:0"
]
}

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{
"signingModes": {}
}

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# No Chat Reports
You can find updated documentation of configuration files on the wiki:
https://github.com/Aizistral-Studios/No-Chat-Reports/wiki/Configuration-Files

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[client]
#If true, shows the hunger (and saturation if showSaturationHudOverlay is true) that would be restored by food you are currently holding
showFoodValuesHudOverlay = true
#If true, shows your food exhaustion as a progress bar behind the hunger bars
showFoodExhaustionHudUnderlay = true
#Alpha value of the flashing icons at their most visible point (1.0 = fully opaque, 0.0 = fully transparent)
#Range: 0.0 ~ 1.0
maxHudOverlayFlashAlpha = 0.65
#If true, health/hunger overlay will shake to match Minecraft's icon animations
showVanillaAnimationsOverlay = true
#If true, adds a line that shows your hunger, saturation, and exhaustion level in the F3 debug overlay
showFoodStatsInDebugOverlay = true
#If true, shows the hunger and saturation values of food in its tooltip while holding SHIFT
showFoodValuesInTooltip = true
#If true, shows the hunger and saturation values of food in its tooltip automatically (without needing to hold SHIFT)
showFoodValuesInTooltipAlways = true
#If true, shows estimated health restored by food on the health bar
showFoodHealthHudOverlay = true
#If true, shows your current saturation level overlayed on the hunger bar
showSaturationHudOverlay = true
#If true, enables the hunger/saturation/health overlays for food in your off-hand
showFoodValuesHudOverlayWhenOffhand = true

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defaultUncompletedIconColor = "#FFFFFF"
defaultUncompletedTitleColor = "#0489C1"
defaultCompletedIconColor = "#DBA213"
defaultCompletedTitleColor = "#DBA213"
doAdvancementsBackgroundFade = true
showDebugCoordinates = false
orderTabsAlphabetically = false
#Values below 50% might give odd results, use on own risk ;)
#Range: 1 ~ 100
uiScaling = 100
#Lists the criteria for partially completed advancements, e.g. the biomes required for 'Adventuring Time'
# Off: Vanilla default
# Default: List which criteria you have already obtained
# Spoiler: Only reveal unobtained criteria
# All: Show both obtained and unobtained criteria
criteriaDetail = "Default"
criteriaDetailRequiresShift = false
addInventoryButton = false
defaultDrawDirectLines = false
defaultHideLines = false
defaultCompletedLineColor = "#FFFFFF"
defaultUncompletedLineColor = "#FFFFFF"
onlyUseAboveAdvancementTabs = false

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["YUNG's Better Desert Temples"]
###########################################################################################################
## General settings.
###########################################################################################################
["YUNG's Better Desert Temples".General]
# Whether or not vanilla desert pyramids should be disabled.
# Default: true
#
"Disable Vanilla Pyramids" = true
# Whether or not mining fatigue is applied to players in the desert temple if it has not yet been cleared.
# Default: true
#
"Apply Mining Fatigue" = true

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This directory is for a few additional options for YUNG's Better Desert Temples.
Options provided may vary by version.
This directory contains subdirectories for supported versions. The first time you run Better Desert Temples, a version subdirectory will be created if that version supports advanced options.
For example, the first time you use Better Desert Temples for 1.18.2 on Forge, the 'forge-1_18_2' subdirectory will be created in this folder.
If no subdirectory for your version is created, then that version probably does not support the additional options.
NOTE -- MOST OPTIONS CAN BE FOUND IN A CONFIG FILE OUTSIDE THIS FOLDER!
For example, on Forge 1.18.2 the file is 'betterdeserttemples-forge-1_18_2.toml'.

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######################################
# armorstands.json #
######################################
This file contains ItemRandomizers describing the probability distribution of armor on armor stands.
Armor stands spawn in armory rooms and wardrobe rooms.
For information on ItemRandomizers, see the bottom of this README.
######################################
# itemframes.json #
######################################
This file contains ItemRandomizers describing the probability distribution of items in item frames.
Item frames only spawn in food storage rooms and armoury rooms.
For information on ItemRandomizers, see the bottom of this README.
######################################
# ItemRandomizers #
######################################
Describes a set of items and the probability of each item being chosen.
- entries: An object where each entry's key is a item, and each value is that item's probability of being chosen.
The total sum of all probabilities SHOULD NOT exceed 1.0!
- defaultItem: The item used for any leftover probability ranges.
For example, if the total sum of all the probabilities of the entries is 0.6, then
there is a 0.4 chance of the defaultItem being selected.
Here's an example ItemRandomizer:
"entries": {
"minecraft:stone_axe": 0.25,
"minecraft:shield": 0.2,
"minecraft:air": 0.1
},
"defaultItem": "minecraft:iron_axe"
For each item, this randomizer has a 25% chance of returning a stone axe, 20% chance of choosing a shield,
10% chance of choosing air (nothing), and a 100 - (25 + 20 + 10) = 45% chance of choosing an iron axe (since it's the default item).

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{
"armoryHelmets": {
"entries": {
"chainmail_helmet": 0.3,
"golden_helmet": 0.2
},
"defaultItem": "air"
},
"wardrobeHelmets": {
"entries": {
"chainmail_helmet": 0.2,
"leather_helmet": 0.4
},
"defaultItem": "air"
},
"armoryChestplates": {
"entries": {
"golden_chestplate": 0.2,
"chainmail_chestplate": 0.3
},
"defaultItem": "air"
},
"wardrobeChestplates": {
"entries": {
"leather_chestplate": 0.4,
"chainmail_chestplate": 0.2
},
"defaultItem": "air"
},
"armoryLeggings": {
"entries": {
"chainmail_leggings": 0.3,
"golden_leggings": 0.2
},
"defaultItem": "air"
},
"wardrobeLeggings": {
"entries": {
"chainmail_leggings": 0.2,
"leather_leggings": 0.4
},
"defaultItem": "air"
},
"armoryBoots": {
"entries": {
"chainmail_boots": 0.3,
"golden_boots": 0.2
},
"defaultItem": "air"
},
"wardrobeBoots": {
"entries": {
"chainmail_boots": 0.2,
"leather_boots": 0.4
},
"defaultItem": "air"
}
}

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{
"armouryItems": {
"entries": {
"arrow": 0.05,
"golden_sword": 0.1,
"shield": 0.1,
"name_tag": 0.05,
"stone_sword": 0.05,
"bow": 0.1,
"stone_axe": 0.05,
"golden_axe": 0.1
},
"defaultItem": "air"
},
"storageItems": {
"entries": {
"rabbit_foot": 0.01,
"bread": 0.2,
"honey_bottle": 0.1,
"melon_seeds": 0.025,
"wheat_seeds": 0.025,
"cake": 0.1,
"slime_ball": 0.05,
"beetroot_seeds": 0.025,
"pumpkin_seeds": 0.025,
"potato": 0.2,
"cookie": 0.1
},
"defaultItem": "air"
}
}

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["YUNG's Better Dungeons"]
###########################################################################################################
## General settings.
###########################################################################################################
["YUNG's Better Dungeons".General]
# Whether or not dungeons should be allowed to place skeleton skulls and other mob heads.
# This option may be useful for some modpack creators.
# Default: true
#
"Enable Skulls & Heads" = true
# Some dungeons can rarely spawn Nether-related blocks such as soul sand, soul campfires, and soul lanterns.
# Note that the blocks will be purely decorative - nothing progression-breaking like Ancient Debris.
# Set this to false to prevent any Nether-related blocks from spawning in dungeons.
# This option may be useful for some modpack creators.
# Default: true
#
"Enable Nether Blocks in Dungeons" = true
###########################################################################################################
## Zombie Dungeon settings.
###########################################################################################################
["YUNG's Better Dungeons"."Zombie Dungeons"]
# The longest distance that can be checked when attempting to generate a surface entrance staircase.
# Making this too large may cause problems.
# Default: 20
#
"Zombie Dungeon Surface Entrance Staircase Max Length" = 20
###########################################################################################################
## Small Dungeon settings.
###########################################################################################################
["YUNG's Better Dungeons"."Small Dungeons"]
# The maximum number of banners that can spawn in a single small dungeon.
# Default: 2
#Range: 0 ~ 8
"Small Dungeon Max Banner Count" = 2
# The minimum number of chests that are guaranteed to spawn in a single small dungeon.
# Default: 1
"Small Dungeon Min Chest Count" = 1
# The maximum number of chests that can spawn in a single small dungeon.
# Default: 2
"Small Dungeon Max Chest Count" = 2
# Whether or not Small Dungeons can rarely place ore blocks in the corners of the dungeon.
# If this is set to false, any ore blocks that spawn as part of a corner prop will instead be replaced with air.
# Default: true
#
"Allow Ore Blocks in Corners" = true
###########################################################################################################
## Small Nether Dungeon settings.
## These are disabled by default.
###########################################################################################################
["YUNG's Better Dungeons"."Small Nether Dungeons"]
# Whether or not small Nether dungeons should spawn.
# Default: false
"Enable Small Nether Dungeons" = false
# Whether or not Wither skeletons spawned from small Nether dungeons have a chance to drop Wither skeleton skulls.
# Default: true
"Wither Skeletons From Spawners Drop Wither Skeleton Skulls" = true
# Whether or not blazes spawned from small Nether dungeons have a chance to drop blaze rods.
# Default: true
"Blazes From Spawners Drop Blaze Rods" = true
# The maximum number of banners that can spawn in a single small Nether dungeon.
# Default: 2
#Range: 0 ~ 8
"Small Nether Dungeon Max Banner Count" = 2

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["YUNG's Better End Island"]
# Whether the Ender Dragon drops an egg when every time it's defeated.
# Default: false
"Resummoned Dragon Drops Egg" = false
# Whether the vanilla obsidian platform should spawn in the End instead of the revamped platform.
# Default: false
"Spawn Vanilla Obsidian Platform" = false

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["YUNG's Better Nether Fortresses"]
###########################################################################################################
## General settings.
###########################################################################################################
["YUNG's Better Nether Fortresses".General]
# Whether or not vanilla Nether Fortresses should be disabled.
# Default: true
#
"Disable Vanilla Nether Fortresses" = true

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This directory is for a few additional options for YUNG's Better Nether Fortresses.
Options provided may vary by version.
This directory contains subdirectories for supported versions. The first time you run Better Nether Fortresses, a version subdirectory will be created if that version supports advanced options.
For example, the first time you use Better Nether Fortresses for MC 1.19.2 on Forge, the 'forge-1_19' subdirectory will be created in this folder.
If no subdirectory for your version is created, then that version probably does not support the additional options.
NOTE -- Most of this mod's config settings can be found in a config file outside this folder!
For example, on Forge 1.19.2 the file is 'betterfortresses-forge-1_19.toml'.
Also note that many of the structure's settings such as spawn rate & spawn conditions can only be modified via data pack.

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######################################
# itemframes.json #
######################################
This file contains ItemRandomizers describing the probability distribution of items in item frames.
Item frames only spawn in certain rooms and hallway pieces.
For information on ItemRandomizers, see the bottom of this README.
######################################
# ItemRandomizers #
######################################
Describes a set of items and the probability of each item being chosen.
- entries: An object where each entry's key is an item, and each value is that item's probability of being chosen.
The total sum of all probabilities SHOULD NOT exceed 1.0!
- defaultItem: The item used for any leftover probability ranges.
For example, if the total sum of all the probabilities of the entries is 0.6, then
there is a 0.4 chance of the defaultItem being selected.
Here's an example ItemRandomizer:
{
"entries": {
"minecraft:cobblestone": 0.25,
"minecraft:air": 0.2,
"minecraft:stone_sword": 0.1
},
"defaultItem": "minecraft:iron_axe"
}
This randomizer has a 25% chance of returning cobblestone, 20% chance of choosing air,
10% chance of choosing a stone sword, and a 100 - (25 + 20 + 10) = 45% chance of choosing iron axe (since it's the default item).

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{
"weaponItems": {
"entries": {
"golden_sword": 0.05,
"iron_axe": 0.025,
"shield": 0.025,
"stone_sword": 0.025,
"iron_sword": 0.025,
"stone_axe": 0.025,
"golden_axe": 0.05,
"netherite_sword": 0.005
},
"defaultItem": "air"
},
"lootItems": {
"entries": {
"nether_wart": 0.1,
"gold_ingot": 0.1,
"gold_nugget": 0.2
},
"defaultItem": "air"
},
"studyItems": {
"entries": {
"writable_book": 0.1,
"enchanted_book": 0.1,
"book": 0.4,
"paper": 0.1
},
"defaultItem": "air"
},
"messHallItems": {
"entries": {
"porkchop": 0.3,
"cooked_porkchop": 0.3,
"gold_ingot": 0.2
},
"defaultItem": "air"
},
"alchemyItems": {
"entries": {
"magma_cream": 0.3,
"fire_charge": 0.2,
"quartz": 0.3
},
"defaultItem": "air"
}
}

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["YUNG's Better Jungle Temples"]
["YUNG's Better Jungle Temples".General]
"Disable Vanilla Jungle Temples" = true

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["YUNG's Better Mineshafts"]
# Whether or not vanilla mineshafts should be disabled.
# Default: true
"Disable Vanilla Mineshafts" = true
# The lowest a mineshaft can spawn.
# Default: -55
"Minimum y-coordinate" = -55
# The highest a mineshaft can spawn.
# Default: 30
#
"Maximum y-coordinate" = 30
###########################################################################################################
## Ore deposit settings.
###########################################################################################################
["YUNG's Better Mineshafts"."Ore Deposits"]
"Enable Ore Deposits" = true
# Chance of an ore deposit being cobblestone only.
# Default: 50
#Range: 0 ~ 100
"Cobble Spawn Chance (Empty Deposit)" = 50
# Chance of an ore deposit containing coal.
# Default: 20
#Range: 0 ~ 100
"Coal Spawn Chance" = 20
# Chance of an ore deposit containing iron.
# Default: 9
#Range: 0 ~ 100
"Iron Spawn Chance" = 9
# Chance of an ore deposit containing redstone.
# Default: 7
#Range: 0 ~ 100
"Redstone Spawn Chance" = 7
# Chance of an ore deposit containing gold.
# Default: 7
#Range: 0 ~ 100
"Gold Spawn Chance" = 7
# Chance of an ore deposit containing lapis lazuli.
# Default: 3
#Range: 0 ~ 100
"Lapis Spawn Chance" = 3
# Chance of an ore deposit containing emerald.
# Default: 3
#Range: 0 ~ 100
"Emerald Spawn Chance" = 3
# Chance of an ore deposit containing diamond.
# Default: 1
#Range: 0 ~ 100
"Diamond Spawn Chance" = 1
###########################################################################################################
## Spawn rates for various mineshaft parts and decorations.
###########################################################################################################
["YUNG's Better Mineshafts"."Spawn Rates & More"]
# The spawn rate for lanterns in the main shaft.
# Default: .0067
#Range: 0.0 ~ 1.0
"Lantern Spawn Rate" = 0.0067
# The spawn rate for torches in small shafts.
# Default: .02
#Range: 0.0 ~ 1.0
"Torch Spawn Rate" = 0.02
# The spawn rate for workstation side rooms along the main shaft.
# Default: .025
#Range: 0.0 ~ 1.0
"Workstation Spawn Rate" = 0.025
# The spawn rate for workstation cellars below workstations along the main shaft.
# Default: .25
#Range: 0.0 ~ 1.0
"Workstation Cellar Spawn Rate" = 0.25
# The spawn rate for smaller tunnels that generate along the main shaft.
# Default: .07
#Range: 0.0 ~ 1.0
"Small Shaft Spawn Rate" = 0.07
# The spawn rate for cobwebs.
# Default: .15
#Range: 0.0 ~ 1.0
"Cobweb Spawn Rate" = 0.15
# The spawn rate for minecarts holding chests in small shafts.
# Default: .00125
#Range: 0.0 ~ 1.0
"Small Shaft Chest Minecart Spawn Rate" = 0.00125
# The spawn rate for minecarts holding TNT in small shafts.
# Default: .0025
#Range: 0.0 ~ 1.0
"Small Shaft TNT Minecart Spawn Rate" = 0.0025
# The spawn rate for minecarts holding chests in the main shaft.
# Default: .01
#Range: 0.0 ~ 1.0
"Main Shaft Chest Minecart Spawn Rate" = 0.01
# The spawn rate for minecarts holding TNT in the main shaft.
# Default: .0025
#Range: 0.0 ~ 1.0
"Main Shaft TNT Minecart Spawn Rate" = 0.0025
# Percent chance of an Abandoned Miners' Outpost to spawn at the end of a small mineshaft tunnel.
# Default: 2
#Range: 0 ~ 100
"Abandoned Miners' Outpost Spawn Chance" = 2
# The number of "pieces" (e.g. straight, turn, ladder, intersection, etc.) in a single small shaft.
# This determines the overall length of small shafts.
# Default: 9
#
#Range: 0 ~ 1000
"Small Shaft Piece Chain Length" = 9

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["YUNG's Better Ocean Monuments"]
###########################################################################################################
## General settings.
###########################################################################################################
["YUNG's Better Ocean Monuments".General]
# Whether or not vanilla ocean monuments should be disabled.
# Default: true
#
"Disable Vanilla Ocean Monuments" = true

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["YUNG's Better Strongholds"]
###########################################################################################################
## General settings.
###########################################################################################################
["YUNG's Better Strongholds".General]
# The rate at which cobwebs will spawn in various parts of the stronghold.
# Default: 0.1
"Cobweb Spawn Rate (NORMAL)" = 0.1
# The rate at which cobwebs will spawn around spider spawners in libraries.
# Default: 0.3
"Cobweb Spawn Rate (SPAWNER)" = 0.3
# The rate at which torches spawn throughout the stronghold.
# Default: 0.1
"Torch Spawn Rate" = 0.1
# The rate at which lanterns spawn throughout the stronghold.
# Default: 0.2
"Lantern Spawn Rate" = 0.2

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This directory is for a few additional options for YUNG's Better Strongholds.
Options provided may vary by version.
This directory contains subdirectories for supported versions. The first time you run Better Strongholds, a version subdirectory will be created if that version supports advanced options.
For example, the first time you use Better Strongholds for MC 1.16 on Forge, the 'forge-1_16' subdirectory will be created in this folder.
If no subdirectory for your version is created, then that version probably does not support the additional options.
NOTE -- MOST OPTIONS CAN BE FOUND IN A CONFIG FILE OUTSIDE THIS FOLDER!
For example, on Forge 1.16 the file is 'betterstrongholds-forge-1_16.toml'.

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######################################
# ores.json #
######################################
This file contains a BlockSetSelector (see below) describing the probability of a given ore being chosen.
These probabilities are used in treasure rooms in the stronghold, in which
piles of ore have a chance of spawning.
For information on BlockSetSelectors, see the bottom of this README.
######################################
# rareblocks.json #
######################################
This file contains a BlockSetSelector describing the probability of a given block being chosen.
These probabilities are used in grand libraries, in which
two rare blocks will spawn.
For information on BlockSetSelectors, see the bottom of this README.
######################################
# armorstands.json #
######################################
This file contains ItemSetSelectors describing the probability distribution of armor on armor stands.
Common armor stands spawn in Armoury rooms, while Rare ones are only available in the rare Commander rooms.
For information on ItemSetSelectors, see the bottom of this README.
######################################
# itemframes.json #
######################################
This file contains ItemSetSelectors describing the probability distribution of items in item frames.
Item frames only spawn in storage rooms and armoury rooms.
For information on ItemSetSelectors, see the bottom of this README.
######################################
# BlockSetSelectors #
######################################
Describes a set of blockstates and the probability of each blockstate being chosen.
- entries: An object where each entry's key is a blockstate, and each value is that blockstate's probability of being chosen.
The total sum of all probabilities SHOULD NOT exceed 1.0!
- defaultBlock: The blockstate used for any leftover probability ranges.
For example, if the total sum of all the probabilities of the entries is 0.6, then
there is a 0.4 chance of the defaultBlock being selected.
Here's an example block selector:
"entries": {
"minecraft:cobblestone": 0.25,
"minecraft:air": 0.2,
"minecraft:stone_bricks": 0.1
},
"defaultBlock": "minecraft:oak_planks"
For each block, this selector has a 25% chance of returning cobblestone, 20% chance of choosing air,
10% chance of choosing stone bricks, and a 100 - (25 + 20 + 10) = 45% chance of choosing oak planks (since it's the default block).
######################################
# ItemSetSelectors #
######################################
Describes a set of items and the probability of each item being chosen.
Works the same as BlockSetSelectors, but with items instead of blockstates.

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{
"commonHelmets": {
"entries": {
"chainmail_helmet": 0.3,
"leather_helmet": 0.1,
"iron_helmet": 0.3,
"carved_pumpkin": 0.01
},
"defaultItem": "air"
},
"rareHelmets": {
"entries": {
"diamond_helmet": 0.3,
"carved_pumpkin": 0.2
},
"defaultItem": "air"
},
"commonChestplates": {
"entries": {
"leather_chestplate": 0.1,
"iron_chestplate": 0.3,
"chainmail_chestplate": 0.3
},
"defaultItem": "air"
},
"rareChestplates": {
"entries": {
"diamond_chestplate": 0.3
},
"defaultItem": "air"
},
"commonLeggings": {
"entries": {
"chainmail_leggings": 0.3,
"leather_leggings": 0.1,
"iron_leggings": 0.3
},
"defaultItem": "air"
},
"rareLeggings": {
"entries": {
"diamond_leggings": 0.3
},
"defaultItem": "air"
},
"commonBoots": {
"entries": {
"iron_boots": 0.3,
"chainmail_boots": 0.3,
"leather_boots": 0.1
},
"defaultItem": "air"
},
"rareBoots": {
"entries": {
"diamond_boots": 0.3
},
"defaultItem": "air"
}
}

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{
"armouryItems": {
"entries": {
"arrow": 0.05,
"golden_sword": 0.05,
"iron_axe": 0.1,
"shield": 0.1,
"name_tag": 0.05,
"stone_sword": 0.05,
"iron_sword": 0.1,
"bow": 0.1,
"stone_axe": 0.05,
"golden_axe": 0.05
},
"defaultItem": "air"
},
"storageItems": {
"entries": {
"flint": 0.05,
"rabbit_foot": 0.01,
"compass": 0.05,
"melon_seeds": 0.025,
"map": 0.25,
"wheat_seeds": 0.025,
"paper": 0.25,
"cake": 0.05,
"lead": 0.05,
"slime_ball": 0.05,
"beetroot_seeds": 0.025,
"pumpkin_seeds": 0.025
},
"defaultItem": "air"
}
}

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{
"oreChances": {
"entries": {
"minecraft:diamond_ore": 0.05,
"minecraft:redstone_ore[lit=false]": 0.15,
"minecraft:coal_ore": 0.2,
"minecraft:iron_ore": 0.2,
"minecraft:gold_ore": 0.2,
"minecraft:lapis_ore": 0.15,
"minecraft:emerald_ore": 0.05
},
"defaultBlock": "minecraft:coal_ore"
}
}

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{
"blockChances": {
"entries": {
"minecraft:iron_block": 0.3,
"minecraft:gold_block": 0.3,
"minecraft:quartz_block": 0.3,
"minecraft:diamond_block": 0.1
},
"defaultBlock": "minecraft:iron_block"
}
}

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["YUNG's Better Witch Huts"]
###########################################################################################################
## General settings.
###########################################################################################################
["YUNG's Better Witch Huts".General]
# Whether or not vanilla witch huts should be disabled.
# Default: true
#
"Disable Vanilla Witch Huts" = true

12
config/collective.json5 Normal file
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{
// When enabled, transfer the held items and armour from replaced entities by any of the Entity Spawn mods which depend on Collective.
"transferItemsBetweenReplacedEntities": true,
// The amount of times Collective loops through possible mob drops to get them all procedurally. Drops are only generated when a dependent mod uses them. Lowering this can increase world load time but decrease accuracy.
// min: 1, max: 500
"loopsAmountUsedToGetAllEntityDrops": 100,
// The delay of the is-there-a-block-around-check around entities in ms. Used in mods which depends on a specific blockstate in the world. Increasing this number can increase TPS if needed.
// min: 0, max: 3600000
"findABlockCheckAroundEntitiesDelayMs": 30000,
// Enables pets for Patrons. Will be added in a future release.
"enablePatronPets": true
}

146
config/create-client.toml Normal file
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#.
#Client-only settings - If you're looking for general settings, look inside your worlds serverconfig folder!
[client]
#.
#Show item descriptions on Shift and controls on Ctrl.
enableTooltips = true
#.
#Display a tooltip when looking at overstressed components.
enableOverstressedTooltip = true
#.
#Log a stack-trace when rendering issues happen within a moving contraption.
explainRenderErrors = false
#.
#Higher density means more spawned particles.
#Range: 0.0 ~ 1.0
fanParticleDensity = 0.5
#.
#[in Blocks]
#Maximum Distance to the player at which items in Blocks' filter slots will be displayed
#Range: 1.0 ~ 3.4028234663852886E38
filterItemRenderDistance = 10.0
#.
#Show kinetic debug information on blocks while the F3-Menu is open.
enableRainbowDebug = false
#.
#The maximum amount of blocks for which to try and calculate dynamic contraption lighting. Decrease if large contraption cause too much lag
#Range: > 0
maximumContraptionLightVolume = 16384
#.
#Choose the menu row that the Create config button appears on in the main menu
#Set to 0 to disable the button altogether
#Range: 0 ~ 4
mainMenuConfigButtonRow = 2
#.
#Offset the Create config button in the main menu by this many pixels on the X axis
#The sign (-/+) of this value determines what side of the row the button appears on (left/right)
#Range: > -2147483648
mainMenuConfigButtonOffsetX = -4
#.
#Choose the menu row that the Create config button appears on in the in-game menu
#Set to 0 to disable the button altogether
#Range: 0 ~ 5
ingameMenuConfigButtonRow = 3
#.
#Offset the Create config button in the in-game menu by this many pixels on the X axis
#The sign (-/+) of this value determines what side of the row the button appears on (left/right)
#Range: > -2147483648
ingameMenuConfigButtonOffsetX = -4
#.
#Setting this to true will prevent Create from sending you a warning when playing with Fabulous graphics enabled
ignoreFabulousWarning = false
#.
#Configure your vision range when submerged in Create's custom fluids
[client.fluidFogSettings]
#.
#The vision range through honey will be multiplied by this factor
#Range: 0.125 ~ 256.0
honey = 1.0
#.
#The vision range though chocolate will be multiplied by this factor
#Range: 0.125 ~ 256.0
chocolate = 1.0
#.
#Settings for the Goggle Overlay
[client.goggleOverlay]
#.
#Offset the overlay from goggle- and hover- information by this many pixels on the respective axis; Use /create overlay
#Range: > -2147483648
overlayOffsetX = 20
#.
#Offset the overlay from goggle- and hover- information by this many pixels on the respective axis; Use /create overlay
#Range: > -2147483648
overlayOffsetY = 0
#.
#Enable this to use your custom colors for the Goggle- and Hover- Overlay
customColorsOverlay = false
#.
#The custom background color to use for the Goggle- and Hover- Overlays, if enabled
#[in Hex: #AaRrGgBb]
#[@cui:IntDisplay:#]
#Range: > -2147483648
customBackgroundOverlay = -267386864
#.
#The custom top color of the border gradient to use for the Goggle- and Hover- Overlays, if enabled
#[in Hex: #AaRrGgBb]
#[@cui:IntDisplay:#]
#Range: > -2147483648
customBorderTopOverlay = 1347420415
#.
#The custom bot color of the border gradient to use for the Goggle- and Hover- Overlays, if enabled
#[in Hex: #AaRrGgBb]
#[@cui:IntDisplay:#]
#Range: > -2147483648
customBorderBotOverlay = 1344798847
#.
#Settings for the Placement Assist
[client.placementAssist]
#.
#What indicator should be used when showing where the assisted placement ends up relative to your crosshair
#Choose 'NONE' to disable the Indicator altogether
#Allowed Values: TEXTURE, TRIANGLE, NONE
indicatorType = "TEXTURE"
#.
#Change the size of the Indicator by this multiplier
#Range: 0.0 ~ 3.4028234663852886E38
indicatorScale = 1.0
#.
#Ponder settings
[client.ponder]
#.
#Slow down a ponder scene whenever there is text on screen.
comfyReading = false
#.
#Show additional info in the ponder view and reload scene scripts more frequently.
editingMode = false
#.
#Sound settings
[client.sound]
#.
#Make cogs rumble and machines clatter.
enableAmbientSounds = true
#.
#Maximum volume modifier of Ambient noise
#Range: 0.0 ~ 1.0
ambientVolumeCap = 0.10000000149011612
#.
#Railway related settings
[client.trains]
#.
#How far away the Camera should zoom when seated on a train
#Range: 0.0 ~ 3.4028234663852886E38
mountedZoomMultiplier = 3.0
#.
#Display nodes and edges of a Railway Network while f3 debug mode is active
showTrackGraphOnF3 = false
#.
#Additionally display materials of a Rail Network while f3 debug mode is active
showExtendedTrackGraphOnF3 = false

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#.
#Modify Create's impact on your terrain
[worldgen]
#.
#.
#Prevents all worldgen added by Create from taking effect
disableWorldGen = false

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#Wires
[wires]
#Small Connector max output in FE/t (Energy transfer).
#Range: > 0
small_connector_max_output = 1000
#Small Connector max input in FE/t (Energy transfer).
#Range: > 0
small_connector_max_input = 1000
#Small Connector With Light energy consumption in FE/t.
#Range: > 0
small_light_connector_consumption = 1
#Large Connector max wire length in blocks.
#Range: 0 ~ 256
large_connector_wire_length = 32
#Small Connector max wire length in blocks.
#Range: 0 ~ 256
small_connector_wire_length = 16
#Large Connector max input in FE/t (Energy transfer).
#Range: > 0
large_connector_max_input = 5000
#Allows blocks attached to a connector to freely pass energy to and from the connector network.
connector_allow_passive_io = true
#Large Connector max output in FE/t (Energy transfer).
#Range: > 0
large_connector_max_output = 5000
#Ignore checking if block face can support connector.
connector_ignore_face_check = true
#Make sure config changes are duplicated on both Clients and the Server when running a dedicated Server,
# as the config isnt synced between Clients and Server.
#General Settings
[general]
#Max stress for the Alternator and Electric Motor (in SU at 256 RPM).
#Range: > 0
max_stress = 16384
#Forge Energy conversion rate (in FE/t at 256 RPM, value is the FE/t generated and consumed is at 256rpm).
#Range: > 0
fe_at_max_rpm = 480
#If audio should be enabled or not.
audio_enabled = true
#Portable Energy Interface
[portable_energy_interface]
#PEI max output in FE/t (Energy transfer).
#Range: > 0
pei_max_output = 5000
#PEI max input in FE/t (Energy transfer).
#Range: > 0
pei_max_input = 5000
#Electric Motor
[electric_motor]
#Electric Motor internal capacity in FE.
#Range: > 0
motor_capacity = 5000
#Electric Motor minimum required energy consumption in FE/t.
#Range: > 0
motor_min_consumption = 8
#Electric Motor max input in FE (Energy transfer not consumption).
#Range: > 0
motor_max_input = 5000
#Electric Motor min/max RPM.
#Range: > 1
motor_rpm_range = 256
#Tesla Coil
[tesla_coil]
#Tesla Coil charge rate in FE/t.
#Range: > 0
tesla_coil_charge_rate = 5000
#Tesla Coil fire interval (in ticks).
#Range: > 0
tesla_coil_fire_cooldown = 20
#Hurt range (in blocks/meters).
#Range: > 0
tesla_coil_hurt_range = 3
#Tesla Coil internal capacity in FE.
#Range: > 0
tesla_coil_capacity = 40000
#Energy consumed when Tesla Coil is fired (in FE).
#Range: > 0
tesla_coil_hurt_energy_required = 1000
#The duration of the Shocked effect for mobs (in ticks).
#Range: > 0
tesla_coil_effect_time_mob = 20
#The duration of the Shocked effect for players (in ticks).
#Range: > 0
tesla_coil_effect_time_player = 20
#Tesla Coil max input in FE/t (Energy transfer).
#Range: > 0
tesla_coil_max_input = 10000
#Tesla Coil charge rate in FE/t for recipes.
#Range: > 0
tesla_coil_recipe_charge_rate = 2000
#Damaged dealt to mobs when Tesla Coil is fired (in half hearts).
#Range: > 0
tesla_coil_hurt_mob = 3
#Damaged dealt to players when Tesla Coil is fired (in half hearts).
#Range: > 0
tesla_coil_hurt_player = 2
#Alternator
[alternator]
#Alternator efficiency relative to base conversion rate.
#Range: 0.01 ~ 1.0
generator_efficiency = 0.75
#Alternator internal capacity in FE.
#Range: > 0
generator_capacity = 5000
#Alternator max input in FE (Energy transfer, not generation).
#Range: > 0
generator_max_output = 5000
#Accumulator
[accumulator]
#Accumulator internal capacity per block in FE.
#Range: > 0
accumulator_capacity = 2000000
#Accumulator max output in FE/t (Energy transfer).
#Range: > 0
accumulator_max_output = 5000
#Accumulator max input in FE/t (Energy transfer).
#Range: > 0
accumulator_max_input = 5000
#Accumulator max multiblock height.
#Range: 1 ~ 8
accumulator_max_height = 5
#Accumulator max multiblock width.
#Range: 1 ~ 8
accumulator_max_width = 3
#Rolling Mill
[rolling_mill]
#Rolling Mill duration in ticks.
#Range: > 0
rolling_mill_processing_duration = 120
#Rolling Mill base stress impact.
#Range: 0 ~ 1024
rolling_mill_stress = 8
#Misc
[misc]
#Diamond Grit Sandpaper durability (number of uses).
#Range: > 3
diamond_grit_sandpaper_uses = 1024
#Barbed Wire Damage.
#Range: 0.0 ~ 3.4028234663852886E38
barbed_wire_damage = 2.0

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#Client configuration settings
[general]
#Display the goggles before the eyes and not on the forehead
moveGoggleToEyes = false
#Enables the goggles in creative mode without goggles
enableCreativeModeGoggles = true

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#General configuration settings
[general]
#Uses custom curio slot for goggles instead of the head slot
customCurioGoggleSlot = false
#Uses custom curio slot for backtank instead of the back slot
customCurioBacktankSlot = false
#Enables experimental features (Smithing the goggles onto normal helmets)
enableExperimentalFeatures = true

23
config/curios-client.toml Normal file
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#Client only settings, mostly things related to rendering
[client]
#Set to true to enable rendering curios
renderCurios = true
#Set to true to enable the Curios GUI button
enableButton = true
#The X-Offset for the Curios GUI button
#Range: -100 ~ 100
buttonXOffset = 0
#The Y-Offset for the Curios GUI button
#Range: -100 ~ 100
buttonYOffset = 0
#The X-Offset for the Creative Curios GUI button
#Range: -100 ~ 100
creativeButtonXOffset = 0
#The Y-Offset for the Creative Curios GUI button
#Range: -100 ~ 100
creativeButtonYOffset = 0
#The corner for the Curios GUI button
#Allowed Values: TOP_LEFT, TOP_RIGHT, BOTTOM_LEFT, BOTTOM_RIGHT
buttonCorner = "TOP_LEFT"

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#List of slots to create or modify.
#See documentation for syntax: https://docs.illusivesoulworks.com/curios/configuration#slot-configuration
#
slots = []

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{"v":1,"s":"d350cd09a03a6a15bf9fa8c9d5059397cbb00ffb0e759cb365cd50406b055f7a976684fa9fcd4916e2084b9fa4fd5daa9fcf9cab9f86c9313d8467dcbe371353","u":"81169af104d4e03cb9a3aeceffa8475e64682a6e66664587798cee0479138cd7f0ced822b4e26cd6dbed9bd02f4f613ac43beb27f322dfbda9af2ba0d1790173","p":"d274ca2e2c6945c4b44d5935fc9a4338cde27475fecd897cff866815184b06ae44e87c5ef88e2854c865fad10ae2701b9dc718d0db317848328ee349bc7fc508","t":1722001350}

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# This is the configuration file for Embeddium.
#
# You can find information on editing this file and all the available options here:
# https://github.com/jellysquid3/sodium-fabric/wiki/Configuration-File
#
# By default, this file will be empty except for this notice.

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{
"quality": {
"weather_quality": "DEFAULT",
"leaves_quality": "DEFAULT",
"enable_vignette": true,
"use_quad_normals_for_shading": false
},
"advanced": {
"enable_memory_tracing": false,
"use_advanced_staging_buffers": true,
"disable_incompatible_mod_warnings": false,
"cpu_render_ahead_limit": 3
},
"performance": {
"chunk_builder_threads": 0,
"always_defer_chunk_updates_v2": true,
"animate_only_visible_textures": true,
"use_entity_culling": true,
"use_fog_occlusion": true,
"use_block_face_culling": true,
"use_compact_vertex_format": true,
"use_translucent_face_sorting_v2": true,
"use_no_error_g_l_context": true
},
"notifications": {
"force_disable_donation_prompts": false,
"has_cleared_donation_button": false,
"has_seen_donation_prompt": false
}
}

475
config/emi.css Normal file
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/** EMI Config */
#general {
/**
* Whether EMI is enabled and visible.
*/
enabled: true;
/**
* Whether cheating in items is enabled.
*/
cheat-mode: false;
/**
* How much EMI should use tooltips and popups to show controls and information.
*/
help-level: normal;
/**
* Where EMI should pull stacks from to populate the index.
*/
index-source: creative;
/**
* Whether normal search queries should include the tooltip.
*/
search-tooltip-by-default: true;
/**
* Whether normal search queries should include the mod name.
*/
search-mod-name-by-default: false;
/**
* Whether normal search queries should include the stack's tags.
*/
search-tags-by-default: false;
}
#ui {
/**
* Which action should be performed when clicking the recipe book.
*/
recipe-book-action: toggle-craftables;
/**
* Where to display status effects in the inventory.
*/
effect-location: top;
/**
* Whether to display a gray overlay when hovering over a stack.
*/
show-hover-overlay: true;
/**
* Whether to add mod name to tooltips
*/
append-mod-id: true;
/**
* Whether to add mod name to item tooltips, in case another mod provides behavior
*/
append-item-mod-id: true;
/**
* Prevents recipes being quick crafted from shifting around under the cursor.
*/
miscraft-prevention: true;
/**
* The unit to display fluids as.
*/
fluid-unit: millibuckets;
/**
* Whether to use the batched render system. Batching is faster, but may have
* incompatibilities with shaders or other mods.
*/
use-batched-renderer: true;
/**
* Whether to have the search bar in the center of the screen, instead of to the
* side.
*/
center-search-bar: true;
/**
* Which sidebar type to switch to when searching.
*/
search-sidebar-focus: index;
/**
* Which sidebar type to focus when the search is empty.
*/
empty-search-sidebar-focus: none;
/**
* The maximum height the recipe screen will grow to be if space is available in
* pixels.
*/
maximum-recipe-screen-height: 256;
/**
* The minimum width of the recipe screen in pixels. Controls how many tabs there
* can be, and where the page switching buttons go. The default is 176, the width
* of most screens.
*/
minimum-recipe-screen-width: 176;
/**
* The amount of vertical margin to give in the recipe screen.
*/
vertical-margin: 20;
/**
* Where to show workstations in the recipe screen
*/
workstation-location: bottom;
/**
* Display cost per batch when hovering a recipe output
*/
show-cost-per-batch: true;
/**
* Whether recipes should have a button to set as default.
*/
recipe-default-button: true;
/**
* Whether recipes should have a button to show the recipe tree.
*/
recipe-tree-button: true;
/**
* Whether recipes should have a button to fill the ingredients in a handler.
*/
recipe-fill-button: true;
/**
* Whether recipes should have a button to take a screenshot of the recipe.
*/
recipe-screenshot-button: false;
/**
* The GUI scale at which recipe screenshots are saved. Use 0 to use the current
* GUI scale.
*/
recipe-screenshot-scale: 0;
/**
* The pages in the left sidebar
*/
left-sidebar-pages: favorites;
/**
* The subpanels in the left sidebar
*/
left-sidebar-subpanels: none;
/**
* How many columns and rows of ingredients to limit the left sidebar to
*/
left-sidebar-size: 12, 100;
/**
* How much space to maintain between the left sidebar and obstructions, in pixels
*/
left-sidebar-margins: 2, 2, 2, 2;
/**
* Where to position the left sidebar
*/
left-sidebar-align: left, top;
/**
* Whether to render the header buttons and page count for the left sidebar
*/
left-sidebar-header: visible;
/**
* Which theme to use for the left sidebar
*/
left-sidebar-theme: transparent;
/**
* The pages in the right sidebar
*/
right-sidebar-pages: index, craftables;
/**
* The subpanels in the right sidebar
*/
right-sidebar-subpanels: none;
/**
* How many columns and rows of ingredients to limit the right sidebar to
*/
right-sidebar-size: 12, 100;
/**
* How much space to maintain between the right sidebar and obstructions, in pixels
*/
right-sidebar-margins: 2, 2, 2, 2;
/**
* Where to position the right sidebar
*/
right-sidebar-align: right, top;
/**
* Whether to render the header buttons and page count for the right sidebar
*/
right-sidebar-header: visible;
/**
* Which theme to use for the right sidebar
*/
right-sidebar-theme: transparent;
/**
* The pages in the top sidebar
*/
top-sidebar-pages: none;
/**
* The subpanels in the top sidebar
*/
top-sidebar-subpanels: none;
/**
* How many columns and rows of ingredients to limit the top sidebar to
*/
top-sidebar-size: 9, 9;
/**
* How much space to maintain between the top sidebar and obstructions, in pixels
*/
top-sidebar-margins: 2, 2, 2, 2;
/**
* Where to position the top sidebar
*/
top-sidebar-align: center, center;
/**
* Whether to render the header buttons and page count for the top sidebar
*/
top-sidebar-header: visible;
/**
* Which theme to use for the top sidebar
*/
top-sidebar-theme: transparent;
/**
* The pages in the bottom sidebar
*/
bottom-sidebar-pages: none;
/**
* The subpanels in the bottom sidebar
*/
bottom-sidebar-subpanels: none;
/**
* How many columns and rows of ingredients to limit the bottom sidebar to
*/
bottom-sidebar-size: 9, 9;
/**
* How much space to maintain between the bottom sidebar and obstructions, in
* pixels
*/
bottom-sidebar-margins: 2, 2, 2, 2;
/**
* Where to position the bottom sidebar
*/
bottom-sidebar-align: center, center;
/**
* Whether to render the header buttons and page count for the bottom sidebar
*/
bottom-sidebar-header: visible;
/**
* Which theme to use for the bottom sidebar
*/
bottom-sidebar-theme: transparent;
}
#binds {
/**
* Toggle the visibility of EMI.
*/
toggle-visibility: "ctrl key.keyboard.o";
/**
* Focuse the search bar.
*/
focus-search: "ctrl key.keyboard.f";
/**
* Clears the search bar.
*/
clear-search: "key.keyboard.unknown";
/**
* Display the recipes for creating a stack.
*/
view-recipes: "key.keyboard.r";
view-recipes: "key.mouse.left";
/**
* Display the recipes that can be created using a stack.
*/
view-uses: "key.keyboard.u";
view-uses: "key.mouse.right";
/**
* Favorite the item to display on the side of the screen opposite of recipies for
* quick access.
*/
favorite: "key.keyboard.a";
/**
* Set the default recipe for a given stack in the output of a recipe to that
* recipe.
*/
default-stack: "ctrl key.mouse.left";
/**
* Display the recipe tree for a given stack.
*/
view-stack-tree: "key.keyboard.unknown";
/**
* Display the recipe tree.
*/
view-tree: "key.keyboard.unknown";
/**
* Return to the previous page in EMI.
*/
back: "key.keyboard.backspace";
/**
* Return to the next page in EMI after going back.
*/
forward: "key.keyboard.unknown";
/**
* When on a stack with an associated recipe:
* Move ingredients for a single result.
*/
craft-one: "key.mouse.left";
/**
* When on a stack with an associated recipe:
* Move ingredients for as many results as possible.
*/
craft-all: "shift key.mouse.left";
/**
* When on a stack with an associated recipe:
* Move ingredients for a single result and put in inventory if possible.
*/
craft-one-to-inventory: "key.keyboard.unknown";
/**
* When on a stack with an associated recipe:
* Move ingredients for as many results as possible and put in inventory if
* possible.
*/
craft-all-to-inventory: "key.keyboard.unknown";
/**
* When on a stack with an associated recipe:
* Move ingredients for a single result and put in cursor if possible.
*/
craft-one-to-cursor: "ctrl key.mouse.left";
/**
* Display the recipe that will be used to craft on a stack with no recipe context.
*/
show-craft: "key.keyboard.left.shift";
/**
* Cheat in one of an item into the inventory.
*/
cheat-one-to-inventory: "ctrl key.mouse.right";
/**
* Cheat in a stack of an item into the inventory.
*/
cheat-stack-to-inventory: "ctrl key.mouse.left";
/**
* Cheat in one of an item into the cursor.
*/
cheat-one-to-cursor: "ctrl key.mouse.middle";
/**
* Cheat in a stack of an item into the cursor.
*/
cheat-stack-to-cursor: "key.keyboard.unknown";
/**
* Delete the stack in the cursor when hovering the index
*/
delete-cursor-stack: "key.mouse.left";
/**
* Copies the hovered recipe's ID to the clipboard
*/
copy-recipe-id: "key.keyboard.unknown";
/**
* In edit mode, hide the hovered stack
*/
hide-stack: "ctrl key.mouse.left";
/**
* In edit mode, hide stacks with the hovered stack's id
*/
hide-stack-by-id: "ctrl shift key.mouse.left";
}
#dev {
/**
* Whether development functions should be enabled. Not recommended for general
* play.
*/
dev-mode: false;
/**
* Whether editing the index is enabled
*/
edit-mode: false;
/**
* Whether to log untranslated tags as warnings.
*/
log-untranslated-tags: false;
/**
* Whether to log ingredients that don't have a representative tag as warnings.
*/
log-non-tag-ingredients: false;
/**
* Whether hovering the output of a recipe should show the recipe's EMI ID.
*/
show-recipe-ids: false;
/**
* Whether to display additional widgets added to recipes from other mods.
* These are typically developer facing and compatibility related, and not useful
* for players.
*/
show-recipe-decorators: false;
/**
* Whether stacks in the index should display a highlight if they have a recipe
* default.
*/
highlight-defaulted: false;
/**
* Whether to display exclusion areas
*/
highlight-exclusion-areas: false;
}

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{
"logModelCreationData": false,
"debugOnRightClick": false,
"renderModeChoice": "NORMAL",
"vanillaModelHologramRenderMode_2": "OFF",
"attemptRevertingEntityModelsAlteredByAnotherMod": true,
"modelExportMode": "NONE",
"attemptPhysicsModPatch_2": "CUSTOM",
"modelUpdateFrequency": "Average",
"entityRenderModeOverrides": {},
"entityPhysicsModPatchOverrides": {},
"entityVanillaHologramOverrides": {},
"modelsNamesDisabled": [],
"allowEBEModConfigModify": true,
"animationLODDistance": 20,
"retainDetailOnLowFps": true,
"retainDetailOnLargerMobs": true,
"animationFrameSkipDuringIrisShadowPass": true,
"preventFirstPersonHandAnimating": false,
"onlyClientPlayerModel": false
}

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{
"illegalPathSupportMode": "None",
"enableCustomTextures": true,
"enableCustomBlockEntities": true,
"textureUpdateFrequency_V2": "Fast",
"enableEmissiveTextures": true,
"enableEnchantedTextures": true,
"enableEmissiveBlockEntities": true,
"emissiveRenderMode": "DULL",
"alwaysCheckVanillaEmissiveSuffix": true,
"enableArmorAndTrims": true,
"skinFeaturesEnabled": true,
"skinTransparencyMode": "ETF_SKINS_ONLY",
"skinTransparencyInExtraPixels": true,
"skinFeaturesEnableTransparency": true,
"skinFeaturesEnableFullTransparency": false,
"tryETFTransparencyForAllSkins": false,
"enableEnemyTeamPlayersSkinFeatures": true,
"enableBlinking": true,
"blinkFrequency": 150,
"blinkLength": 1,
"advanced_IncreaseCacheSizeModifier": 1.0,
"debugLoggingMode": "None",
"logTextureDataInitialization": false,
"hideConfigButton": false,
"disableVanillaDirectoryVariantTextures": false,
"use3DSkinLayerPatch": true,
"enableFullBodyWardenTextures": true,
"entityEmissiveOverrides": {},
"propertiesDisabled": [],
"propertyInvertUpdatingOverrides": [],
"entityRandomOverrides": {},
"entityEmissiveBrightOverrides": {},
"entityRenderLayerOverrides": {},
"entityLightOverrides": {}
}

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#.
#Global settings for the chest feature
[chestRenderingGlobal]
#.
#Enable chest feature rendering
chestFeatureRendering = true
#.
#Enable chest feature armor rendering
chestArmorRendering = true
#.
#Enable chest feature physics rendering
chestPhysicsRendering = false
#.
#Settings for the chest feature (for the local player)
[chestEstrogen]
#.
#Enable chest feature
chestFeature = true
#.
#Enable chest feature armor
chestArmor = true
#.
#Enable chest feature physics
chestPhysics = false
#.
#Chest feature bounciness
#Range: 0.0 ~ 1.0
chestBounciness = 0.27000001072883606
#.
#Chest feature physics damping
#Range: 0.0 ~ 1.0
chestDamping = 0.375
#.
#UI element Configuration
[ui]
#.
#Enable dash overlay
dashOverlay = true
#.
#Miscellaneous settings
[misc]
#.
#Allows you to pat entities by shift right-clicking them!
entityPatting = true
#.
#Settings for Equippable Items
[accessory]
#.
#Render estrogen patches on the player
estrogenPatchRender = true
#.
#Compatibility between other mods settings
[compat]
#.
#Enable ears Compatibility
ears = true
#.
#Enable figura Compatibility
figura = true
#.
#Settings for custom sounds and music
[sounds]
#.
#Enable ambient music which starts playing on specific moments
ambientMusic = true

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#.
#Settings which are more fun and not fit for survival
[minigame]
#.
#Enable/Disable all minigame settings
minigameEnabled = false
#.
#Gives you permanent, unremovable Girl Power Effect
permaDash = true
#.
#The level of Girl Power Effect when Perma-Dash is enabled
#Range: 0 ~ 255
permaDashAmount = 0

3
config/etf_warnings.json Normal file
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{
"ignoredConfigIds": []
}

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#Use a slightly more compact, but also slightly slower representation for block states
compactFastMap = false
#Replace objects used to detect multi-threaded access to chunks by a much smaller field. This option is disabled by default due to very rare and very hard-to-reproduce crashes, use at your own risk!
useSmallThreadingDetector = false
#Cache the predicate instances used in multipart models
cacheMultipartPredicates = true
#Do not create a new MultipartBakedModel instance for each block state using the same multipartmodel. Requires cacheMultipartPredicates to be enabled
multipartDeduplication = true
#Deduplicate cached data for blockstates, most importantly collision and render shapes
blockstateCacheDeduplication = true
#Avoid creation of new strings when creating ModelResourceLocations
modelResourceLocations = true
#Use smaller data structures for "simple" models, especially models with few side-specific faces
modelSides = true
#Replace the blockstate neighbor table
replaceNeighborLookup = true
#Populate the neighbor table used by vanilla. Enabling this slightly increases memory usage, but can help with issues in the rare case where mods access it directly.
populateNeighborTable = false
#Do not store the properties of a state explicitly and read themfrom the replace neighbor table instead. Requires replaceNeighborLookup to be enabled
replacePropertyMap = true
#Deduplicate vertex data of baked quads in the basic model implementations
bakedQuadDeduplication = true

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#Select the backend to use.
#Allowed Values: OFF, BATCHING, INSTANCING
backend = "INSTANCING"
#Enable or disable a debug overlay that colors pixels by their normal.
debugNormals = false
#Enable or disable instance update limiting with distance.
limitUpdates = true

27
config/fml.toml Normal file
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#Early window height
earlyWindowHeight = 480
#Enable forge global version checking
versionCheck = true
#Should we control the window. Disabling this disables new GL features and can be bad for mods that rely on them.
earlyWindowControl = true
#Early window framebuffer scale
earlyWindowFBScale = 1
#Early window provider
earlyWindowProvider = "fmlearlywindow"
#Early window width
earlyWindowWidth = 854
#Early window starts maximized
earlyWindowMaximized = false
#Default config path for servers
defaultConfigPath = "defaultconfigs"
#Disables Optimized DFU client-side - already disabled on servers
disableOptimizedDFU = true
#Skip specific GL versions, may help with buggy graphics card drivers
earlyWindowSkipGLVersions = []
#Max threads for early initialization parallelism, -1 is based on processor count
maxThreads = -1
#Squir?
earlyWindowSquir = false
#Whether to show CPU usage stats in early window
earlyWindowShowCPU = false

24
config/forge-client.toml Normal file
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#Client only settings, mostly things related to rendering
[client]
#Enable Forge to queue all chunk updates to the Chunk Update thread.
#May increase FPS significantly, but may also cause weird rendering lag.
#Not recommended for computers without a significant number of cores available.
alwaysSetupTerrainOffThread = false
#EXPERIMENTAL: Enable the Forge block rendering pipeline - fixes the lighting of custom models.
experimentalForgeLightPipelineEnabled = false
#When enabled, Forge will show any warnings that occurred during loading.
showLoadWarnings = true
#Set to true to use a combined DEPTH_STENCIL attachment instead of two separate ones.
useCombinedDepthStencilAttachment = false
#[DEPRECATED] Does nothing anymore, IPv6 addresses will be compressed always
compressLanIPv6Addresses = true
#During block model baking, manually calculates the normal for all faces.
#This was the default behavior of forge between versions 31.0 and 47.1.
#May result in differences between vanilla rendering and forge rendering.
#Will only produce differences for blocks that contain non-axis aligned faces.
#You will need to reload your resources to see results.
calculateAllNormals = false
#When enabled, a slightly biased Direction#getNearest calculation will be used to prevent normal fighting on 45 degree angle faces.
stabilizeDirectionGetNearest = true

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{
"REGULAR_INFO": "----- Regular config values below -----",
"font_atlas_resizing": true,
"map_atlas_generation": true,
"hud_batching": true,
"fast_text_lookup": true,
"fast_buffer_upload": true,
"fast_buffer_upload_size_mb": 256,
"fast_buffer_upload_explicit_flush": true,
"COSMETIC_INFO": "----- Cosmetic only config values below (Does not optimize anything) -----",
"dont_add_info_into_debug_hud": false,
"EXPERIMENTAL_INFO": "----- Experimental config values below (Rendering glitches may occur) -----",
"experimental_disable_error_checking": false,
"experimental_disable_resource_pack_conflict_handling": false,
"experimental_sign_text_buffering": false,
"experimental_screen_batching": false,
"DEBUG_INFO": "----- Debug only config values below (Do not touch) -----",
"debug_only_and_not_recommended_disable_universal_batching": false,
"debug_only_and_not_recommended_disable_mod_conflict_handling": false,
"debug_only_and_not_recommended_disable_hardware_conflict_handling": false,
"debug_only_print_additional_error_information": false,
"debug_only_use_last_usage_for_batch_ordering": false
}

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#These JEI plugins will be loaded on the main thread
blacklist_async_jei_plugins = ["jepb:jei_plugin"]

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# This is the configuration file for ModernFix.
# In general, prefer using the config screen to editing this file. It can be accessed
# via the standard mod menu on your respective mod loader. Changes will, however,
# require restarting the game to take effect.
#
# The following options can be enabled or disabled if there is a compatibility issue.
# Add a line with your option name and =true or =false at the bottom of the file to enable
# or disable a rule. For example:
# mixin.perf.dynamic_resources=true
# Do not include the #. You may reset to defaults by deleting this file.
#
# Available options:
# mixin.bugfix.buffer_builder_leak=true # (default)
# mixin.bugfix.chunk_deadlock=true # (default)
# mixin.bugfix.cofh_core_crash=true # (default)
# mixin.bugfix.concurrency=true # (default)
# mixin.bugfix.ctm_resourceutil_cme=true # (default)
# mixin.bugfix.ender_dragon_leak=true # (default)
# mixin.bugfix.entity_pose_stack=true # (default)
# mixin.bugfix.extra_experimental_screen=true # (default)
# mixin.bugfix.fix_config_crashes=true # (default)
# mixin.bugfix.forge_at_inject_error=true # (default)
# mixin.bugfix.forge_vehicle_packets=true # (default)
# mixin.bugfix.model_data_manager_cme=true # (default)
# mixin.bugfix.packet_leak=false # (default)
# mixin.bugfix.paper_chunk_patches=true # (default)
# mixin.bugfix.recipe_book_type_desync=true # (default)
# mixin.bugfix.removed_dimensions=true # (default)
# mixin.bugfix.restore_old_dragon_movement=false # (default)
# mixin.bugfix.unsafe_modded_shape_caches=true # (default)
# mixin.bugfix.world_leaks=true # (default)
# mixin.bugfix.world_screen_skipped=true # (default)
# mixin.devenv=false # (default)
# mixin.feature.branding=true # (default)
# mixin.feature.cause_lag_by_disabling_threads=false # (default)
# mixin.feature.direct_stack_trace=false # (default)
# mixin.feature.disable_unihex_font=false # (default)
# mixin.feature.integrated_server_watchdog=true # (default)
# mixin.feature.measure_time=true # (default)
# mixin.feature.registry_event_progress=false # (default)
# mixin.feature.remove_chat_signing=false # (default)
# mixin.feature.snapshot_easter_egg=true # (default)
# mixin.feature.spam_thread_dump=false # (default)
# mixin.feature.spark_profile_launch=false # (default)
# mixin.feature.stalled_chunk_load_detection=false # (default)
# mixin.feature.warn_missing_perf_mods=true # (default)
# mixin.launch.class_search_cache=true # (default)
# mixin.perf.blast_search_trees=true # (default)
# mixin.perf.blast_search_trees.force=false # (default)
# mixin.perf.cache_blockstate_cache_arrays=true # (default)
# mixin.perf.cache_model_materials=true # (default)
# mixin.perf.cache_profile_texture_url=true # (default)
# mixin.perf.cache_strongholds=true # (default)
# mixin.perf.cache_upgraded_structures=true # (default)
# mixin.perf.clear_mixin_classinfo=false # (default)
# mixin.perf.compact_bit_storage=true # (default)
# mixin.perf.datapack_reload_exceptions=true # (default)
# mixin.perf.dedicated_reload_executor=true # (default)
# mixin.perf.deduplicate_climate_parameters=false # (default)
# mixin.perf.deduplicate_location=false # (default)
# mixin.perf.deduplicate_wall_shapes=true # (default)
# mixin.perf.dynamic_dfu=true # (default)
# mixin.perf.dynamic_entity_renderers=false # (default)
# mixin.perf.dynamic_resources=false # (default)
# mixin.perf.dynamic_resources.ctm=true # (default)
# mixin.perf.dynamic_resources.rs=true # (default)
# mixin.perf.dynamic_resources.supermartijncore=true # (default)
# mixin.perf.dynamic_sounds=true # (default)
# mixin.perf.dynamic_structure_manager=true # (default)
# mixin.perf.fast_forge_dummies=true # (default)
# mixin.perf.fast_registry_validation=true # (default)
# mixin.perf.faster_item_rendering=false # (default)
# mixin.perf.faster_structure_location=true # (default)
# mixin.perf.faster_texture_stitching=true # (default)
# mixin.perf.fix_loop_spin_waiting=true # (default)
# mixin.perf.forge_cap_retrieval=true # (default)
# mixin.perf.forge_registry_alloc=true # (default)
# mixin.perf.forge_registry_lambda=true # (default)
# mixin.perf.kubejs=true # (default)
# mixin.perf.model_optimizations=true # (default)
# mixin.perf.mojang_registry_size=true # (default)
# mixin.perf.nbt_memory_usage=true # (default)
# mixin.perf.patchouli_deduplicate_books=true # (default)
# mixin.perf.potential_spawns_alloc=true # (default)
# mixin.perf.reduce_blockstate_cache_rebuilds=true # (default)
# mixin.perf.remove_biome_temperature_cache=true # (default)
# mixin.perf.remove_spawn_chunks=false # (default)
# mixin.perf.resourcepacks=true # (default)
# mixin.perf.state_definition_construct=true # (default)
# mixin.perf.tag_id_caching=true # (default)
# mixin.perf.thread_priorities=true # (default)
# mixin.perf.ticking_chunk_alloc=true # (default)
# mixin.perf.worldgen_allocation=false # (default)
# mixin.safety=true # (default)
#
# User overrides go here.

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{
"configVersion": 11,
"animationSmoothingSpeed": 0.2,
"holdingItems": [
"minecraft:clock",
"minecraft:recovery_compass",
"minecraft:soul_lantern",
"minecraft:compass",
"minecraft:torch",
"minecraft:lantern",
"minecraft:soul_torch"
],
"enableAnimationSmoothing": true,
"enableInWorldMapRendering": true,
"enableOffhandHiding": true,
"enableRotationLocking": true,
"enableLadderAnimation": true,
"ladderAnimationAmplifier": 0.35,
"ladderAnimationArmHeight": 1.7,
"ladderAnimationArmSpeed": 2.0,
"enableRotateToLadder": true,
"enableEatDrinkAnimation": true,
"enableRowBoatAnimation": true,
"enableHorseAnimation": true,
"dontHoldItemsInBed": true,
"freezeArmsInBed": true,
"rotationLock": "NONE",
"showLastUsedSword": false,
"sheathSwords": [
"minecraft:golden_sword",
"minecraft:iron_sword",
"minecraft:wooden_sword",
"minecraft:stone_sword",
"minecraft:diamond_sword",
"minecraft:netherite_sword"
],
"enableCrawlingAnimation": true,
"holdUpItemsMode": "CONFIG",
"holdUpItemOffset": 0.0,
"itemSwapAnimation": true,
"tweakElytraAnimation": true,
"petAnimation": true,
"fallingAnimation": false,
"freezingAnimation": true,
"huggingAnimation": false,
"narutoRunning": false,
"enableInWorldBookRendering": false,
"disableLegSmoothing": false,
"bowAnimation": "VANILLA"
}

8
config/oculus.properties Normal file
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#This file stores configuration options for Iris, such as the currently active shaderpack
#Fri Jul 26 16:49:13 CEST 2024
colorSpace=SRGB
disableUpdateMessage=false
enableDebugOptions=false
maxShadowRenderDistance=32
shaderPack=ComplementaryUnbound_r5.2.2.zip
enableShaders=true

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#.
#Client-only settings - If you're looking for general settings, look inside your worlds serverconfig folder!
[client]
#.
#Show extended debug info in coupler goggle overlay
showExtendedCouplerDebug = false
#.
#Skip clientside train derailing. This prevents stuttering when a train places tracks, but trains will not appear derailed when they crash
skipClientDerailing = false
#.
#Use a scanline shader when spying through a conductor
useConductorSpyShader = true
#.
#Vertical offset for track overlays
#Range: -256.0 ~ 256.0
trackOverlayOffset = 0.0
#.
#Whether to actually apply the dev cape (ignored for non-devs)
#This setting may require a relog to take effect
useDevCape = true
#.
#Should the normal create conductor cap be rendered on top of the conductors existing hat?
renderNormalCap = true
#.
#Should flywheels and blocks extending the FlywheelBlock class be animated when apart of trains?
animatedFlywheels = true
#.
#Smoke Settings
[client.smoke]
#.
#Smoke particle style
#Allowed Values: VANILLA, OLD, CARTOON
smokeType = "CARTOON"
#.
#Old-style Smoke Settings
[client.smoke.old]
#.
#[in Ticks]
#Lifetime of smoke particles emitted by contraptions
#Range: 20 ~ 1000
smokeLifetime = 500
#.
#Smoke emission rate on contraptions
#Range: 0.0 ~ 10.0
smokePercentage = 0.75
#.
#Smoke texture quality
#Allowed Values: LOW, MEDIUM, HIGH, ULTRA
smokeQuality = "HIGH"
#.
#Thicker smoke (renders 2 extra layers per particle)
thickerSmoke = true
#.
#Cartoon-style Smoke Settings
[client.smoke.cartoon]
#.
#Spawn faster-rising small puffs of smoke on an interval
spawnFasterPuffs = true
#.
#Spawn steam on an interval
spawnSteam = false
#.
#Journeymap Settings
[client.journeymap]
#.
#[in Ticks]
#Journeymap train overlay update time
#Range: 1 ~ 600
updateRate = 1
#.
#[in Ticks]
#Journeymap train overlay old marker removal check time
#Range: 10 ~ 1200
removeObsoleteRate = 200

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#.
#Register integration tracks for mods that are not present
#[@cui:RequiresReload:both]
registerMissingTracks = false
#.
#Disable Steam 'n' Rails datafixers. Do not enable this config if your world contains pre-Create 0.5.1 monobogeys, because then they will be destroyed
#[@cui:RequiresReload:both]
disableDatafixer = false

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# Values for blocks can be defined as follows:
#
# By sound type:
# WOOD=1.0
#
# By block tag:
# \#minecraft\:logs=1.0
#
# By block ID:
# minecraft\:oak_log=1.0
# Moss Carpet (Sound Type)
MOSS_CARPET=0.1
# Bone Block (Sound Type)
BONE_BLOCK=1.0
# Lodestone (Sound Type)
LODESTONE=1.0
# Nether Wood Hanging Sign (Sound Type)
NETHER_WOOD_HANGING_SIGN=1.0
# Soul Soil (Sound Type)
SOUL_SOIL=1.0
# Sweet Berry Bush (Sound Type)
SWEET_BERRY_BUSH=0.0
# Amethyst (Sound Type)
AMETHYST=1.0
# Mud (Sound Type)
MUD=1.0
# Moss (Sound Type)
MOSS=0.75
# Flowering Azalea (Sound Type)
FLOWERING_AZALEA=1.0
# Cherry Leaves (Sound Type)
CHERRY_LEAVES=1.0
# Anvil (Sound Type)
ANVIL=1.0
# Vine (Sound Type)
VINE=0.0
# Sculk Catalyst (Sound Type)
SCULK_CATALYST=1.0
# Suspicious Sand (Sound Type)
SUSPICIOUS_SAND=1.0
# Wood (Sound Type)
WOOD=1.0
# Hanging Roots (Sound Type)
HANGING_ROOTS=1.0
# Mangrove Roots (Sound Type)
MANGROVE_ROOTS=1.0
# Suspicious Gravel (Sound Type)
SUSPICIOUS_GRAVEL=1.0
# Azalea Leaves (Sound Type)
AZALEA_LEAVES=1.0
# Hanging Sign (Sound Type)
HANGING_SIGN=1.0
# Glow Lichen (Sound Type)
GLOW_LICHEN=0.0
# Chain (Sound Type)
CHAIN=0.0
# Bamboo Wood Hanging Sign (Sound Type)
BAMBOO_WOOD_HANGING_SIGN=1.0
# Large Amethyst Bud (Sound Type)
LARGE_AMETHYST_BUD=0.0
# Calcite (Sound Type)
CALCITE=1.0
# Nether Wart (Sound Type)
NETHER_WART=1.0
# Wet Grass (Sound Type)
WET_GRASS=0.1
# Froglight (Sound Type)
FROGLIGHT=1.0
# Spore Blossom (Sound Type)
SPORE_BLOSSOM=0.0
# Cherry Sapling (Sound Type)
CHERRY_SAPLING=1.0
# Ancient Debris (Sound Type)
ANCIENT_DEBRIS=1.0
# Amethyst Cluster (Sound Type)
AMETHYST_CLUSTER=1.0
# Lily Pad (Sound Type)
LILY_PAD=0.0
# Small Amethyst Bud (Sound Type)
SMALL_AMETHYST_BUD=0.0
# Stone (Sound Type)
STONE=1.0
# Tuff (Sound Type)
TUFF=1.0
# Metal (Sound Type)
METAL=1.0
# Muddy Mangrove Roots (Sound Type)
MUDDY_MANGROVE_ROOTS=1.0
# Twisting Vines (Sound Type)
TWISTING_VINES=0.0
# Mud Bricks (Sound Type)
MUD_BRICKS=1.0
# Netherrack (Sound Type)
NETHERRACK=1.0
# Pointed Dripstone (Sound Type)
POINTED_DRIPSTONE=0.0
# Sculk Vein (Sound Type)
SCULK_VEIN=1.0
# Nether Bricks (Sound Type)
NETHER_BRICKS=1.0
# Nether Gold Ore (Sound Type)
NETHER_GOLD_ORE=1.0
# Decorated Pot (Sound Type)
DECORATED_POT=1.0
# Snow (Sound Type)
SNOW=0.1
# Bamboo Wood (Sound Type)
BAMBOO_WOOD=1.0
# Soul Sand (Sound Type)
SOUL_SAND=1.0
# Sand (Sound Type)
SAND=1.0
# Deepslate Bricks (Sound Type)
DEEPSLATE_BRICKS=1.0
# Basalt (Sound Type)
BASALT=1.0
# Glass (Sound Type)
GLASS=0.1
# Netherite Block (Sound Type)
NETHERITE_BLOCK=1.0
# Chiseled Bookshelf (Sound Type)
CHISELED_BOOKSHELF=1.0
# Gravel (Sound Type)
GRAVEL=1.0
# Honey Block (Sound Type)
HONEY_BLOCK=0.5
# Frogspawn (Sound Type)
FROGSPAWN=1.0
# Stem (Sound Type)
STEM=1.0
# Decorated Pot Cracked (Sound Type)
DECORATED_POT_CRACKED=1.0
# Nether Ore (Sound Type)
NETHER_ORE=1.0
# Roots (Sound Type)
ROOTS=0.0
# Bamboo (Sound Type)
BAMBOO=0.1
# Sculk Shrieker (Sound Type)
SCULK_SHRIEKER=1.0
# Coral Block (Sound Type)
CORAL_BLOCK=1.0
# Nether Wood (Sound Type)
NETHER_WOOD=1.0
# Wool (Sound Type)
WOOL=1.5
# Powder Snow (Sound Type)
POWDER_SNOW=0.1
# Bamboo Sapling (Sound Type)
BAMBOO_SAPLING=0.1
# Nether Sprouts (Sound Type)
NETHER_SPROUTS=1.0
# Lantern (Sound Type)
LANTERN=1.0
# Deepslate Tiles (Sound Type)
DEEPSLATE_TILES=1.0
# Rooted Dirt (Sound Type)
ROOTED_DIRT=1.0
# Cave Vines (Sound Type)
CAVE_VINES=1.0
# Wart Block (Sound Type)
WART_BLOCK=1.0
# Sculk Sensor (Sound Type)
SCULK_SENSOR=1.0
# Azalea (Sound Type)
AZALEA=1.0
# Packed Mud (Sound Type)
PACKED_MUD=1.0
# Crop (Sound Type)
CROP=0.0
# Medium Amethyst Bud (Sound Type)
MEDIUM_AMETHYST_BUD=0.0
# Hard Crop (Sound Type)
HARD_CROP=1.0
# Copper (Sound Type)
COPPER=1.0
# Scaffolding (Sound Type)
SCAFFOLDING=0.0
# Weeping Vines (Sound Type)
WEEPING_VINES=0.0
# Cherry Wood Hanging Sign (Sound Type)
CHERRY_WOOD_HANGING_SIGN=1.0
# Candle (Sound Type)
CANDLE=1.0
# Polished Deepslate (Sound Type)
POLISHED_DEEPSLATE=1.0
# Slime Block (Sound Type)
SLIME_BLOCK=1.0
# Grass (Sound Type)
GRASS=1.0
# Shroomlight (Sound Type)
SHROOMLIGHT=1.0
# Deepslate (Sound Type)
DEEPSLATE=1.0
# Cherry Wood (Sound Type)
CHERRY_WOOD=1.0
# Sculk (Sound Type)
SCULK=1.0
# Fungus (Sound Type)
FUNGUS=0.0
# Big Dripleaf (Sound Type)
BIG_DRIPLEAF=1.0
# Dripstone Block (Sound Type)
DRIPSTONE_BLOCK=1.0
# Ladder (Sound Type)
LADDER=0.0
# Nylium (Sound Type)
NYLIUM=1.0
# Small Dripleaf (Sound Type)
SMALL_DRIPLEAF=0.0
# Gilded Blackstone (Sound Type)
GILDED_BLACKSTONE=1.0
# Water (Block)
minecraft\:water=0.25
# Lava (Block)
minecraft\:lava=0.75
# Jukebox (Block)
minecraft\:jukebox=0.0

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# Values for blocks can be defined as follows:
#
# By sound type:
# WOOD=1.0
#
# By block tag:
# \#minecraft\:logs=1.0
#
# By block ID:
# minecraft\:oak_log=1.0
# Moss Carpet (Sound Type)
MOSS_CARPET=0.5
# Bone Block (Sound Type)
BONE_BLOCK=1.5
# Lodestone (Sound Type)
LODESTONE=0.5
# Nether Wood Hanging Sign (Sound Type)
NETHER_WOOD_HANGING_SIGN=0.5
# Soul Soil (Sound Type)
SOUL_SOIL=0.2
# Sweet Berry Bush (Sound Type)
SWEET_BERRY_BUSH=0.5
# Amethyst (Sound Type)
AMETHYST=1.5
# Mud (Sound Type)
MUD=0.5
# Moss (Sound Type)
MOSS=0.1
# Flowering Azalea (Sound Type)
FLOWERING_AZALEA=0.5
# Cherry Leaves (Sound Type)
CHERRY_LEAVES=0.5
# Anvil (Sound Type)
ANVIL=0.5
# Vine (Sound Type)
VINE=0.5
# Sculk Catalyst (Sound Type)
SCULK_CATALYST=0.5
# Suspicious Sand (Sound Type)
SUSPICIOUS_SAND=0.5
# Wood (Sound Type)
WOOD=0.4
# Hanging Roots (Sound Type)
HANGING_ROOTS=0.5
# Mangrove Roots (Sound Type)
MANGROVE_ROOTS=0.5
# Suspicious Gravel (Sound Type)
SUSPICIOUS_GRAVEL=0.5
# Azalea Leaves (Sound Type)
AZALEA_LEAVES=0.5
# Hanging Sign (Sound Type)
HANGING_SIGN=0.5
# Glow Lichen (Sound Type)
GLOW_LICHEN=0.5
# Chain (Sound Type)
CHAIN=0.5
# Bamboo Wood Hanging Sign (Sound Type)
BAMBOO_WOOD_HANGING_SIGN=0.5
# Large Amethyst Bud (Sound Type)
LARGE_AMETHYST_BUD=0.5
# Calcite (Sound Type)
CALCITE=1.5
# Nether Wart (Sound Type)
NETHER_WART=0.5
# Wet Grass (Sound Type)
WET_GRASS=0.5
# Froglight (Sound Type)
FROGLIGHT=0.5
# Spore Blossom (Sound Type)
SPORE_BLOSSOM=0.5
# Cherry Sapling (Sound Type)
CHERRY_SAPLING=0.5
# Ancient Debris (Sound Type)
ANCIENT_DEBRIS=0.5
# Amethyst Cluster (Sound Type)
AMETHYST_CLUSTER=0.5
# Lily Pad (Sound Type)
LILY_PAD=0.5
# Small Amethyst Bud (Sound Type)
SMALL_AMETHYST_BUD=0.5
# Stone (Sound Type)
STONE=1.5
# Tuff (Sound Type)
TUFF=1.5
# Metal (Sound Type)
METAL=1.25
# Muddy Mangrove Roots (Sound Type)
MUDDY_MANGROVE_ROOTS=0.5
# Twisting Vines (Sound Type)
TWISTING_VINES=0.5
# Mud Bricks (Sound Type)
MUD_BRICKS=0.5
# Netherrack (Sound Type)
NETHERRACK=1.1
# Pointed Dripstone (Sound Type)
POINTED_DRIPSTONE=0.5
# Sculk Vein (Sound Type)
SCULK_VEIN=0.5
# Nether Bricks (Sound Type)
NETHER_BRICKS=1.5
# Nether Gold Ore (Sound Type)
NETHER_GOLD_ORE=1.1
# Decorated Pot (Sound Type)
DECORATED_POT=0.5
# Snow (Sound Type)
SNOW=0.15
# Bamboo Wood (Sound Type)
BAMBOO_WOOD=0.5
# Soul Sand (Sound Type)
SOUL_SAND=0.2
# Sand (Sound Type)
SAND=0.2
# Deepslate Bricks (Sound Type)
DEEPSLATE_BRICKS=1.5
# Basalt (Sound Type)
BASALT=1.5
# Glass (Sound Type)
GLASS=0.75
# Netherite Block (Sound Type)
NETHERITE_BLOCK=1.5
# Chiseled Bookshelf (Sound Type)
CHISELED_BOOKSHELF=0.5
# Gravel (Sound Type)
GRAVEL=0.3
# Honey Block (Sound Type)
HONEY_BLOCK=0.1
# Frogspawn (Sound Type)
FROGSPAWN=0.5
# Stem (Sound Type)
STEM=0.4
# Decorated Pot Cracked (Sound Type)
DECORATED_POT_CRACKED=0.5
# Nether Ore (Sound Type)
NETHER_ORE=1.1
# Roots (Sound Type)
ROOTS=0.5
# Bamboo (Sound Type)
BAMBOO=0.5
# Sculk Shrieker (Sound Type)
SCULK_SHRIEKER=0.5
# Coral Block (Sound Type)
CORAL_BLOCK=0.2
# Nether Wood (Sound Type)
NETHER_WOOD=0.5
# Wool (Sound Type)
WOOL=0.1
# Powder Snow (Sound Type)
POWDER_SNOW=0.5
# Bamboo Sapling (Sound Type)
BAMBOO_SAPLING=0.5
# Nether Sprouts (Sound Type)
NETHER_SPROUTS=0.5
# Lantern (Sound Type)
LANTERN=0.5
# Deepslate Tiles (Sound Type)
DEEPSLATE_TILES=1.5
# Rooted Dirt (Sound Type)
ROOTED_DIRT=0.5
# Cave Vines (Sound Type)
CAVE_VINES=0.5
# Wart Block (Sound Type)
WART_BLOCK=0.5
# Sculk Sensor (Sound Type)
SCULK_SENSOR=0.5
# Azalea (Sound Type)
AZALEA=0.5
# Packed Mud (Sound Type)
PACKED_MUD=0.5
# Crop (Sound Type)
CROP=0.5
# Medium Amethyst Bud (Sound Type)
MEDIUM_AMETHYST_BUD=0.5
# Hard Crop (Sound Type)
HARD_CROP=0.5
# Copper (Sound Type)
COPPER=1.25
# Scaffolding (Sound Type)
SCAFFOLDING=0.5
# Weeping Vines (Sound Type)
WEEPING_VINES=0.5
# Cherry Wood Hanging Sign (Sound Type)
CHERRY_WOOD_HANGING_SIGN=0.5
# Candle (Sound Type)
CANDLE=0.5
# Polished Deepslate (Sound Type)
POLISHED_DEEPSLATE=1.5
# Slime Block (Sound Type)
SLIME_BLOCK=0.5
# Grass (Sound Type)
GRASS=0.3
# Shroomlight (Sound Type)
SHROOMLIGHT=0.5
# Deepslate (Sound Type)
DEEPSLATE=1.5
# Cherry Wood (Sound Type)
CHERRY_WOOD=0.5
# Sculk (Sound Type)
SCULK=0.5
# Fungus (Sound Type)
FUNGUS=0.5
# Big Dripleaf (Sound Type)
BIG_DRIPLEAF=0.5
# Dripstone Block (Sound Type)
DRIPSTONE_BLOCK=0.5
# Ladder (Sound Type)
LADDER=0.5
# Nylium (Sound Type)
NYLIUM=0.5
# Small Dripleaf (Sound Type)
SMALL_DRIPLEAF=0.5
# Gilded Blackstone (Sound Type)
GILDED_BLACKSTONE=0.5

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# Enables/Disables all sound effects
enabled=true
# Affects how quiet a sound gets based on distance
# Lower values mean distant sounds are louder
# This setting requires you to be in singleplayer or having the mod installed on the server
# 1.0 is the physically correct value
attenuation_factor=1.0
# The volume of simulated reverberations
reverb_gain=1.0
# The brightness of reverberation
# Higher values result in more high frequencies in reverberation
# Lower values give a more muffled sound to the reverb
reverb_brightness=1.0
# The distance of reverb relative to the sound distance
reverb_distance=1.5
# The amount of sound that will be absorbed when traveling through blocks
block_absorption=1.0
# Higher values mean smaller objects won't be considered as occluding
occlusion_variation=0.35
# The default amount of sound reflectance energy for all blocks
# Lower values result in more conservative reverb simulation with shorter reverb tails
# Higher values result in more generous reverb simulation with higher reverb tails
default_block_reflectivity=0.5
# The default amount of occlusion for all blocks
# Lower values will result in sounds being less muffled through walls
# Higher values mean sounds will be not audible though thicker walls
default_block_occlusion_factor=1.0
# Minecraft won't allow sounds to play past a certain distance
# This parameter is a multiplier for how far away a sound source is allowed to be in order for it to actually play
# This setting only takes affect in singleplayer worlds and when installed on the server
sound_distance_allowance=4.0
# A value controlling the amount that air absorbs high frequencies with distance
# A value of 1.0 is physically correct for air with normal humidity and temperature
# Higher values mean air will absorb more high frequencies with distance
# 0 disables this effect
air_absorption=1.0
# How much sound is filtered when the player is underwater
# 0.0 means no filter
# 1.0 means fully filtered
underwater_filter=0.25
# Whether sounds like cave, nether or underwater ambient sounds should have sound physics
evaluate_ambient_sounds=false
# The number of rays to trace to determine reverberation for each sound source
# More rays provides more consistent tracing results but takes more time to calculate
# Decrease this value if you experience lag spikes when sounds play
environment_evaluation_ray_count=32
# The number of rays bounces to trace to determine reverberation for each sound source
# More bounces provides more echo and sound ducting but takes more time to calculate
# Decrease this value if you experience lag spikes when sounds play
environment_evaluation_ray_bounces=4
# If sound hits a non-full-square side, block occlusion is multiplied by this
non_full_block_occlusion_factor=0.25
# The maximum amount of rays to determine occlusion
# Directly correlates to the amount of blocks between walls that are considered
max_occlusion_rays=16
# The amount at which occlusion is capped
max_occlusion=64.0
# If enabled, the occlusion calculation only uses one path between the sound source and the listener instead of 9
strict_occlusion=false
# Whether to try calculating where the sound should come from based on reflections
sound_direction_evaluation=true
# Skip redirecting non-occluded sounds (the ones you can see directly)
redirect_non_occluded_sounds=true
# If music discs or other longer sounds should be frequently reevaluated
update_moving_sounds=false
# The interval in ticks that moving sounds are reevaluated
# Lower values mean more frequent reevaluation but also more lag
# This option only takes effect if update_moving_sounds is enabled
sound_update_interval=5
# Disable level clone and cache. This will fall back to original main thread access.
# WARNING! Enabling this will cause instability and issues with other mods.
unsafe_level_access=false
# The radius of chunks to clone for level access
level_clone_range=4
# The maximum number of ticks to retain the cloned level in the cache
level_clone_max_retain_ticks=20
# The maximum distance a player can move from the cloned origin before invalidation
level_clone_max_retain_block_distance=16
# Enables debug logging
debug_logging=false
# Provides more information about occlusion in the logs
occlusion_logging=false
# Provides more information about the environment calculation in the logs
environment_logging=false
# Provides more information about how long computations take
performance_logging=false
# If enabled, the path of the sound will be rendered in game
render_sound_bounces=false
# If enabled, occlusion will be visualized in game
render_occlusion=false
# Enables/Disables sound effects for Simple Voice Chat audio
simple_voice_chat_integration=true
# Enables/Disables hearing your own echo with Simple Voice Chat
simple_voice_chat_hear_self=false

49
config/tacz-client.toml Normal file
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[key]
#True if you want to hold the right mouse button to aim
HoldToAim = true
[render]
#How far to display the lod model, 0 means always display
#Range: > 0
GunLodRenderDistance = 0
#The existence time of bullet hole particles, in tick
#Range: > 0
BulletHoleParticleLife = 400
#The threshold for fading out when rendering bullet hole particles
#Range: 0.0 ~ 1.0
BulletHoleParticleFadeThreshold = 0.98
#The crosshair when holding a gun
#Allowed Values: EMPTY, DOT_1, CIRCLE_1, CIRCLE_2, CIRCLE_3, CROSS_1, CROSS_2, CROSS_3, CROSS_4, CROSS_5, CROSS_6, LINE_1, LINE_2, LINE_3, SQUARE_1, SQUARE_2, SQUARE_3, SQUARE_4, SQUARE_5, SQUARE_6, TRIDENT_1, TRIDENT_2
CrosshairType = "CROSS_5"
#The starting position of the hit marker
#Range: -1024.0 ~ 1024.0
HitMarketStartPosition = 4.0
#Whether or not to display the head shot's hitbox
HeadShotDebugHitbox = false
#Whether or not to display the gun's HUD
GunHUDEnable = true
#Whether or not to display the kill amount
KillAmountEnable = false
#The duration of the kill amount, in second
#Range: 0.0 ~ 1.7976931348623157E308
KillAmountDurationSecond = 3.0
#The farthest render distance of the target, including minecarts type
#Range: > 0
TargetRenderDistance = 128
#Whether or not to render first person bullet trail
FirstPersonBulletTracerEnable = true
#Disable the interact hud text in center of the screen
DisableInteractHudText = false
#Max time the damage counter will reset
#Range: > 10
DamageCounterResetTime = 2000
[Zoom]
#Screen distance coefficient for zoom, using MDV standard, default is MDV133
#Range: 0.0 ~ 3.0
ScreenDistanceCoefficient = 1.33
#Zoom sensitivity is multiplied by this factor
#Range: 0.0 ~ 2.0
ZoomSensitivityBaseMultiplier = 1.0

49
config/tacz-common.toml Normal file
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[gun]
#The default fire sound range (block)
#Range: > 0
DefaultGunFireSoundDistance = 64
#The range (block) of other gun sound, reloading sound etc.
#Range: > 0
DefaultGunOtherSoundDistance = 16
#Whether or not the player will consume ammo in creative mode
CreativePlayerConsumeAmmo = true
#Auto reload all the guns in player inventory, useful for pvp servers
AutoReloadWhenRespawn = false
[ammo]
#Warning: Ammo with explosive properties can break blocks
ExplosiveAmmoDestroysBlocks = false
#Warning: Ammo with explosive properties can set the surroundings on fire
ExplosiveAmmoFire = false
#Ammo with explosive properties can add knockback effect
ExplosiveAmmoKnockBack = true
#The distance at which the explosion effect can be seen
#Range: > 0
ExplosiveAmmoVisibleDistance = 192
#Those blocks that the ammo can pass through
PassThroughBlocks = ["estrogen:dream_block"]
#Whether a ammo can break the glass
DestroyGlass = true
#Whether a ammo can ignite the block
IgniteBlock = true
#Whether a ammo can ignite the entity
IgniteEntity = true
[other]
#When enabled, the reload command will not overwrite the default model file under config
DefaultPackDebug = false
#The farthest sound distance of the target, including minecarts type
#Range: > 0
TargetSoundDistance = 128
#DEV: Server hitbox offset (If the hitbox is ahead, fill in a negative number)
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
ServerHitboxOffset = 3.0
#Server hitbox latency fix
ServerHitboxLatencyFix = true
#The maximum latency (in milliseconds) for the server hitbox latency fix saved
#Range: 250.0 ~ 1.7976931348623157E308
ServerHitboxLatencyMaxSaveMs = 1000.0
#The gun pack that the client player needs to download, needs to fill in the URL and the SHA1 value of the file
ClientGunPackDownloadUrls = []

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{
"model": "tacz:ammo/12g",
"texture": "tacz:ammo/uv/12g",
"slot": "tacz:ammo/slot/12g",
"tracer_color": "#FF3030",
"transform": {
"scale": {
"thirdperson": [
0.6,
0.6,
0.6
],
"ground": [
0.6,
0.6,
0.6
],
"fixed": [
1.2,
1.2,
1.2
]
}
}
}

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{
"model": "tacz:ammo/308",
"texture": "tacz:ammo/uv/308",
"slot": "tacz:ammo/slot/308",
"tracer_color": "#FF9999",
"shell": {
"model": "tacz:shell/308_shell",
"texture": "tacz:shell/308_shell"
},
"transform": {
"scale": {
"thirdperson": [
0.2,
0.2,
0.2
],
"ground": [
0.3,
0.3,
0.3
],
"fixed": [
0.6,
0.6,
0.6
]
}
}
}

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{
"slot": "tacz:ammo/slot/30_06"
}

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{
"model": "tacz:ammo/338",
"texture": "tacz:ammo/uv/338",
"slot": "tacz:ammo/slot/338",
"tracer_color": "#FFAAAA",
"transform": {
"scale": {
"thirdperson": [
0.5,
0.5,
0.5
],
"ground": [
0.5,
0.5,
0.5
],
"fixed": [
1,
1,
1
]
}
}
}

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{
"slot": "tacz:ammo/slot/357mag",
"shell": {
"model": "tacz:shell/357mag_shell",
"texture": "tacz:shell/357mag_shell"
},
"tracer_color": "#ffe09e"
}

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{
"model": "tacz:ammo/45acp",
"texture": "tacz:ammo/uv/45acp",
"slot": "tacz:ammo/slot/45acp",
"tracer_color": "#ffb373",
"shell": {
"model": "tacz:shell/45acp_shell",
"texture": "tacz:shell/45acp_shell"
},
"transform": {
"scale": {
"thirdperson": [
0.6,
0.6,
0.6
],
"ground": [
0.6,
0.6,
0.6
],
"fixed": [
1.2,
1.2,
1.2
]
}
}
}

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{
"slot": "tacz:ammo/slot/46x30"
}

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{
"slot": "tacz:ammo/slot/50ae",
"shell": {
"model": "tacz:shell/50ae_shell",
"texture": "tacz:shell/50ae_shell"
},
"tracer_color": "#FF9999"
}

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{
"slot": "tacz:ammo/slot/50bmg",
"tracer_color": "#FF4732"
}

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{
"slot": "tacz:ammo/slot/556x45",
"shell": {
"model": "tacz:shell/556x45_shell",
"texture": "tacz:shell/556x45_shell"
},
"tracer_color": "#FF8888"
}

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{
"slot": "tacz:ammo/slot/58x42"
}

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{
"slot": "tacz:ammo/slot/68x51fury"
}

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{
"slot": "tacz:ammo/slot/762x25"
}

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{
// models
"model": "tacz:ammo/762x39",
// 使
"texture": "tacz:ammo/uv/762x39",
// GUI
"slot": "tacz:ammo/slot/762x39",
//
// "entity": {
// //
// "model": "tacz:ammo_entity/rpg_rocket",
// //
// "texture": "tacz:ammo_entity/rpg_rocket"
// },
//
"shell": {
"model": "tacz:shell/762x39_shell",
"texture": "tacz:shell/762x39_shell"
},
// #FFFFFF
// RGB
"tracer_color": "#FF9999",
//
"transform": {
// 使
//
"scale": {
//
"thirdperson": [
0.75,
0.75,
0.75
],
//
"ground": [
0.75,
0.75,
0.75
],
//
"fixed": [
1.5,
1.5,
1.5
]
}
}
}

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{
"slot": "tacz:ammo/slot/762x54"
}

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{
"model": "tacz:ammo/9mm",
"texture": "tacz:ammo/uv/9mm",
"slot": "tacz:ammo/slot/9mm",
"shell": {
"model": "tacz:shell/9mm_shell",
"texture": "tacz:shell/9mm_shell"
},
"tracer_color": "#FF8888",
"transform": {
"scale": {
"thirdperson": [
0.6,
0.6,
0.6
],
"ground": [
0.6,
0.6,
0.6
],
"fixed": [
1.2,
1.2,
1.2
]
}
}
}

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{
"slot": "tacz:ammo/slot/magnum_r"
}

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{
"model": "tacz:ammo_entity/rpg_rocket",
"texture": "tacz:ammo_entity/rpg_rocket",
"slot": "tacz:ammo/slot/rpg_rocket",
//
"entity": {
//
"model": "tacz:ammo_entity/rpg_rocket",
//
"texture": "tacz:ammo_entity/rpg_rocket"
},
// wikihttps://minecraft.fandom.com/zh/wiki/%E5%91%BD%E4%BB%A4/particle
//
"particle": {
// wikihttps://minecraft.fandom.com/zh/wiki/%E7%B2%92%E5%AD%90
"name": "campfire_signal_smoke",
// 0 0 0
"delta": [
0,
0,
0
],
// 0 0
"speed": 0,
// tick 20 tick
"life_time": 50,
//
"count": 5
}
}

View file

@ -0,0 +1,6 @@
{
"name": "tacz.ammo.12g.name",
"display": "tacz:12g_display",
"stack_size": 36
}

View file

@ -0,0 +1,6 @@
{
"name": "tacz.ammo.308.name",
"display": "tacz:308_display",
"stack_size": 48
}

View file

@ -0,0 +1,6 @@
{
"name": "tacz.ammo.30_06.name",
"display": "tacz:30_06_display",
"stack_size": 36
}

View file

@ -0,0 +1,5 @@
{
"name": "tacz.ammo.338.name",
"display": "tacz:338_display",
"stack_size": 30
}

View file

@ -0,0 +1,5 @@
{
"name": "tacz.ammo.357mag.name",
"display": "tacz:357mag_display",
"stack_size": 48
}

View file

@ -0,0 +1,6 @@
{
"name": "tacz.ammo.45acp.name",
"display": "tacz:45acp_display",
"stack_size": 60
}

View file

@ -0,0 +1,6 @@
{
"name": "tacz.ammo.46x30.name",
"display": "tacz:46x30_display",
"stack_size": 60
}

View file

@ -0,0 +1,5 @@
{
"name": "tacz.ammo.50ae.name",
"display": "tacz:50ae_display",
"stack_size": 48
}

View file

@ -0,0 +1,6 @@
{
"name": "tacz.ammo.50bmg.name",
"display": "tacz:50bmg_display",
"stack_size": 30
}

View file

@ -0,0 +1,6 @@
{
"name": "tacz.ammo.556x45.name",
"display": "tacz:556x45_display",
"stack_size": 60
}

View file

@ -0,0 +1,6 @@
{
"name": "tacz.ammo.58x42.name",
"display": "tacz:58x42_display",
"stack_size": 60
}

View file

@ -0,0 +1,6 @@
{
"name": "tacz.ammo.68x51fury.name",
"display": "tacz:68x51fury_display",
"stack_size": 60
}

View file

@ -0,0 +1,6 @@
{
"name": "tacz.ammo.762x25.name",
"display": "tacz:762x25_display",
"stack_size": 60
}

View file

@ -0,0 +1,6 @@
{
"name": "tacz.ammo.762x39.name",
"display": "tacz:762x39_display",
//
"stack_size": 60
}

View file

@ -0,0 +1,6 @@
{
"name": "tacz.ammo.762x54.name",
"display": "tacz:762x54_display",
"stack_size": 60
}

View file

@ -0,0 +1,6 @@
{
"name": "tacz.ammo.9mm.name",
"display": "tacz:9mm_display",
"stack_size": 60
}

View file

@ -0,0 +1,6 @@
{
"name": "tacz.ammo.magnum_r.name",
"display": "tacz:magnum_r_display",
"stack_size": 60
}

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