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1"Enable Combat" = true
2"Enable Experience" = true
3"Enable Farming" = true
4"Enable Hunger & Health" = true
5"Enable Items" = true
6"Enable Mining" = true
7"Enable Miscellaneous" = true
8"Enable Mobs" = true
9"Enable Movement" = true
10"Enable Sleep & Respawn" = true
11"Enable World" = true
12
13[World]
14 #Trees fall when cut.
15 "Enable Timber Trees" = false
16 "Enable Nether" = true
17 "Enable Berries" = true
18 #Various changes to explosions, like higher knockback and getting hit when behind blown up blocks.
19 "Enable Explosion Overhaul" = false
20 "Enable Faster Decay Leaves" = true
21 #Spawners are now a challenge. Monsters spawning from spawners ignore light.
22 "Enable Spawners" = true
23 "Enable Cyan Flower" = true
24 "Enable Coal & Fire" = true
25 "Enable Fluids" = true
26
27 #Thunderstorm Intensity and Foggy Weather. Disable them via gamerules: iguanatweaks:thunderstormIntensity and iguanatweaks:foggyWeather
28 [World.Weather]
29
30 [World.Weather."Thunderstorm Intensity"]
31 #Minimum thunderstorm intensity.
32 #Range: > 1
33 "Min Intensity" = 1
34 #Maximum thunderstorm intensity.
35 #Range: > 1
36 "Max Intensity" = 15
37 #Base duration of each intensity (in minutes). Lasts less and less the higher the intensity
38 #Range: > 1
39 "Base Duration" = 4
40
41 [World.Weather."Foggy Weather"]
42 #Minimum time (in minutes) a foggy weather can last.
43 #Range: > 1
44 "Min Time" = 5
45 #Maximum time (in minutes) a foggy weather can last.
46 #Range: > 1
47 "Max Time" = 30
48
49 #Trees fall when cut.
50 [World."Timber Trees"]
51 #Trees will timber only if an item in the minecraft:axes item tag is used
52 "Requires #minecraft:axes" = false
53
54 [World.Nether]
55 #Enables a data pack that makes the nether 128 blocks high instead of 256, effectively disabling the "Nether Roof" and reduces the 8 block ratio between nether and other dimensions to 4.
56 "Disable Nether Roof and reduce block ratio" = false
57 #If true, lava pockets in the nether are removed. If quark is installed, this is disabled
58 "Remove Lava Pockets" = true
59 #If true you cannot lit nether portals
60 "Disable Nether" = false
61 #How much time inside the portal to pass it. Vanilla is 80 ticks
62 #Range: > -2147483648
63 "Portal wait time" = 50
64 #The portal requires Crying Obsidian in the corners to turn it on (in the overworld). The block tag 'iguanatweaksreborn:portal_corners' can be used to change the required blocks for the corners
65 "Portal requires Crying Obsidian" = true
66
67 [World.Berries]
68 #Berry bushes no longer deal damage when walking in them with leggings and boots
69 "No damage if dressed" = true
70 # Makes sweet berries not plantable, requiring seeds, and also enables a data pack that makes the following changes:
71 # * Makes sweet berry bushes drop seeds
72 # * Makes sweet berry patches has less plants and plants will not be all grown up
73 # If berry good is present, a different datapack is enabled that integrates with the mod
74 #
75 "Data pack" = true
76
77 #Various changes to explosions, like higher knockback and getting hit when behind blown up blocks.
78 [World."Explosion Overhaul"]
79 #Vanilla Explosions use a random number that changes the explosion power. With this enabled the ray strength will be as the explosion size.
80 "Disable Explosion Randomness" = true
81 #Somewhere around 1.15 Mojang (for performance issues) removed the poof particles from Explosions. Keep them disabled if you have a low end PC.
82 #These particles aren't shown when explosion power is <= 1
83 "Enable Poof Particles" = true
84 #Removes the particles spawned by the explosion.
85 "Disable Emitter Particles" = true
86 #While enabled knockback is greatly increased by explosion size
87 "Knockback Scales With Size" = true
88 #Explosions will start from the middle of the entity instead of feets.
89 "Explosions at Half Entity" = true
90 #Explosions affect even entities spawned by the explosions, like TnTs or chests content. BE AWARE that containers content will get destroyed.
91 "Explosion Affect Just Spawned Entities" = false
92 #EXPERIMENTAL! This will make explosion blast blocks away. Blocks that can't land will drop the block as a TNT would have destroyed it.
93 "Enable Flying Blocks" = false
94 #If true, creepers explosions will drop no blocks.
95 "Creeper collateral" = false
96 #Number in the explosion damage calculation. Vanilla is 7. Higher = More damage
97 #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
98 "Explosion Damage calculation multiplier" = 6.0
99 #Disabled if set to 0.
100 #Range: > -2147483648
101 "Limit explosion size" = 12
102 #Like pre-1.14
103 "Don't stack drops" = false
104 #If true, the overhaul will not be applied for explosions generated by non-entities. E.g. Supplementaries gunpowder
105 "Don't apply to non-entities" = true
106 #If enabled and Caverns and Chasms is present, Deepers explosions will pierce through blocks more (like Breaching creepers and Angry Creepers in Enhanced AI), knockback and damage are reduced by 25%.
107 "Caverns and Chasms Deepers" = true
108
109 [World."Faster Decay Leaves"]
110 #Range: > 1
111 "Min ticks to decay" = 20
112 #Range: > 1
113 "Max ticks to decay" = 60
114
115 #Spawners are now a challenge. Monsters spawning from spawners ignore light.
116 [World.Spawners]
117 #If true, the spawner delay is set to 'Delay' instead of using MinSpawnDelay and MaxSpawnDelay
118 "Override Spawn Delay" = true
119 #Range in which a player must be present for a spawner to work. Vanilla is 16.
120 "Required Players Range" = 16
121 #If true, monsters from spawners will spawn no matter the light level.
122 "Ignore Light" = true
123 #If true, disabled spawners can be re-enabled with a spawner reactivator item defined in the `iguanatweaksreborn:spawner_reactivator` item tag. These items get a new tooltip mentioning that they can be used to re-enable spawners.
124 "Re-enable with Spawner Reactivator" = true
125 #If enabled, spawner will play a sound effect when spawning mobs
126 "Spawning sound effect" = true
127
128 #Spawning Delay (in ticks) of the spawner. Vanilla is 200~800. Requires 'Override Spawn Delay' to be enabled.
129 [World.Spawners.Delay]
130 #Range: 1.0 ~ 1.7976931348623157E308
131 Minimum = 400.0
132 #Range: 1.0 ~ 1.7976931348623157E308
133 Maximum = 1600.0
134
135 [World.Spawners."Disable spawners"]
136 Enabled = false
137 #The minimum amount of spawnable mobs (when the spawner is basically in the same position as the world spawn). The amount of spawnable mobs before deactivating is equal to the distance divided by 8 (plus this value). E.g. At 160 blocks from spawn the max spawnable mobs will be 160 / 8 + 25 = 20 + 25 = 55
138 #Range: > 0
139 "Minimum Spawnable Mobs" = 20
140 #This multiplier increases the max mobs spawned.
141 #Range: 0.0 ~ 1.7976931348623157E308
142 "Spawnable mobs multiplier" = 1.0
143
144 [World.Spawners.Empowered]
145 #If true, spawners will generate in an empowered state. When empowered, will generate mobs really fast for a while and then will slow down.
146 Enabled = false
147 #When the spawner stops being empowered, the spawner is now disabled.
148 "Disable on end" = false
149 #How many mobs are spawned before empowered ends.
150 #Range: > 0
151 "Mobs amount" = 24
152 #When the Spawner stops being empowered, will generate loot from the iguanatweaksreborn:empowered_spawner loot table
153 "Loot Reward" = false
154 #When the Spawner stops being empowered, will play a sound effect
155 "Sound effect" = true
156
157 #Spawning Delay (in ticks) when the Spawner is empowered.
158 [World.Spawners.Empowered.Delay]
159 #Range: 1.0 ~ 1.7976931348623157E308
160 Minimum = 150.0
161 #Range: 1.0 ~ 1.7976931348623157E308
162 Maximum = 300.0
163
164 #When the Spawner stops being empowered, will generate this amount of experience
165 [World.Spawners.Empowered."Experience Reward"]
166 #Range: 0.0 ~ 1.7976931348623157E308
167 Minimum = 150.0
168 #Range: 0.0 ~ 1.7976931348623157E308
169 Maximum = 200.0
170
171 [World."Coal & Fire"]
172 #Chance for logs to release charcoal layer when burnt
173 #Range: 0.0 ~ 1.0
174 "Charcoal from burnt logs chance" = 0.8
175 #If enabled, a data pack will be enabled that:
176 #* Removes the Charcoal recipe from smelting
177 #* Makes Coal Ore require an Iron Pickaxe or better to mine
178 #* Replaces Flint and Steel in the overworld with firestarter
179 #* Changes flint and steel recipe to require blaze powder
180 "No charcoal smelting and iron coal" = false
181 #If true, campfires must be lit
182 "Unlit campfire" = true
183 #If true, campfires will be extinguished when it starts to rain
184 "Campfire turn off under rain" = true
185
186 [World."Coal & Fire"."Two flint fire starter"]
187 #If true, two flints (on per hand) can start a fire
188 Enabled = true
189 #Chance to ignite a block when using two flints
190 #Range: 0.0 ~ 1.0
191 "Ignite Chance" = 0.35
192 #Chance for the flint to break when using two flints
193 #Range: 0.0 ~ 1.0
194 "Break Chance" = 0.3
195
196 [World.Fluids]
197 #If enabled, water will deal fall damage if too shallow
198 "Water fall damage" = false
199 #How strong does water push entities. Vanilla is 0.014
200 #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
201 "Water push force" = 0.014
202 #If true water pushes entities down with the same strength as there are no blocks around
203 "Water pushes when no blocks are around" = false
204 #If true, water and lava will have 0 explosion resistance allowing waterlogged block to be destroyed by explosions
205 "[EXPERIMENTAL] No explosion resistance" = false
206 #If true, entities will float in water
207 "[EXPERIMENTAL] Floaty entities" = false
208
209["Sleep & Respawn"]
210 #Changes to respawning. Adds the doLooseRespawn gamerule that can disable the loose spawn range
211 "Enable Respawn" = true
212 #Prevents the player from sleeping if has not enough Hunger and gives him effects on wake up. Effects on wake up are controlled via json in this feature's folder
213 "Enable Sleeping Effects" = true
214 #Prevents sleeping if the player is not tired. Tiredness is gained by gaining exhaustion. Allows you to sleep during daytime if too tired. Energy Boost Items are controlled via json in this feature's folder
215 "Enable Tiredness" = false
216 #Changes to sleeping and spawn points
217 "Enable Sleeping and Spawn Point" = true
218 #Add graves on death, and lose items on death. Controlled via game rules. Also adds a bounty system for the mob that killed the player. Graves can be disabled with the iguanatweaks:deathGrave game rule. Items percentage lost can be configured with the iguanatweaks:deathLoseItemsPercentage and iguanatweaks:deathLoseItemsEnchanted game rules.
219 "Enable Death" = false
220 #Zombies drop cloth instead of Rotten Flesh. Cloth is used to make beds and various other stuff.
221 "Enable Cloth" = false
222
223 #Changes to respawning. Adds the doLooseRespawn gamerule that can disable the loose spawn range
224 ["Sleep & Respawn".Respawn]
225 #Mobs in this range from the player will be despawned when respawning at world spawn.
226 #Range: > 0
227 "Despawn mobs on world respawn" = 64
228 #Mobs in this range from the player will be despawned when respawning at bed spawn.
229 #Range: > 0
230 "Despawn mobs on bed respawn" = 32
231 #If enabled, respawning will try to place you on land and not in fluids
232 "Don't respawn on fluid" = true
233 #If enabled, sleeping a bed when sneaking will overwrite obelisk spawn point
234 "Allow obelisk spawn point overwrite with beds when sneaking" = true
235
236 #The range from world spawn where players will respawn.
237 ["Sleep & Respawn".Respawn."Loose World Spawn Range"]
238 #Range: 0.0 ~ 1.7976931348623157E308
239 Minimum = 0.0
240 #Range: 0.0 ~ 1.7976931348623157E308
241 Maximum = 0.0
242
243 #The range from beds where players will respawn.
244 ["Sleep & Respawn".Respawn."Loose Bed Spawn Range"]
245 #Range: 0.0 ~ 1.7976931348623157E308
246 Minimum = 0.0
247 #Range: 0.0 ~ 1.7976931348623157E308
248 Maximum = 0.0
249
250 ["Sleep & Respawn".Respawn."Stats Penalty"]
251
252 ["Sleep & Respawn".Respawn."Stats Penalty".Health]
253
254 #Min Health of respawning players
255 ["Sleep & Respawn".Respawn."Stats Penalty".Health.Minimum]
256 #Range: 0.0 ~ 20.0
257 "Easy/Peaceful" = 6.0
258 #Range: 0.0 ~ 20.0
259 Normal = 6.0
260 #Range: 0.0 ~ 20.0
261 Hard = 6.0
262
263 #How much health respawning players lose on respawn (not max health)
264 ["Sleep & Respawn".Respawn."Stats Penalty".Health."Per Death"]
265 #Range: 0.0 ~ 20.0
266 "Easy/Peaceful" = 0.0
267 #Range: 0.0 ~ 20.0
268 Normal = 0.0
269 #Range: 0.0 ~ 20.0
270 Hard = 0.0
271
272 ["Sleep & Respawn".Respawn."Stats Penalty".Hunger]
273
274 #Min Hunger of respawning players. If below this value on death will be set to this value
275 ["Sleep & Respawn".Respawn."Stats Penalty".Hunger.Minimum]
276 #Range: 0.0 ~ 20.0
277 "Easy/Peaceful" = 10.0
278 #Range: 0.0 ~ 20.0
279 Normal = 8.0
280 #Range: 0.0 ~ 20.0
281 Hard = 8.0
282
283 #Max Hunger of respawning players. If above this value on death will be set to this value
284 ["Sleep & Respawn".Respawn."Stats Penalty".Hunger.Maximum]
285 #Range: 0.0 ~ 20.0
286 "Easy/Peaceful" = 10.0
287 #Range: 0.0 ~ 20.0
288 Normal = 8.0
289 #Range: 0.0 ~ 20.0
290 Hard = 8.0
291
292 ["Sleep & Respawn".Respawn."Stats Penalty".Saturation]
293
294 #Min Saturation of respawning players. If below this value on death will be set to this value
295 ["Sleep & Respawn".Respawn."Stats Penalty".Saturation.Minimum]
296 #Range: 0.0 ~ 20.0
297 "Easy/Peaceful" = 0.0
298 #Range: 0.0 ~ 20.0
299 Normal = 0.0
300 #Range: 0.0 ~ 20.0
301 Hard = 0.0
302
303 #Max Saturation of respawning players. If above this value on death will be set to this value
304 ["Sleep & Respawn".Respawn."Stats Penalty".Saturation.Maximum]
305 #Range: 0.0 ~ 20.0
306 "Easy/Peaceful" = 0.0
307 #Range: 0.0 ~ 20.0
308 Normal = 0.0
309 #Range: 0.0 ~ 20.0
310 Hard = 0.0
311
312 #Prevents the player from sleeping if has not enough Hunger and gives him effects on wake up. Effects on wake up are controlled via json in this feature's folder
313 ["Sleep & Respawn"."Sleeping Effects"]
314 #How much saturation and hunger are depleted when you wake up in the morning. Setting to 0 will disable this feature.
315 #Range: 0 ~ 40
316 "Hunger & Saturation Depleted on Wake Up" = 15
317 #How much more saturation and hunger are depleted per level of Tired.
318 #Range: 0 ~ 20
319 "Tired bonus Hunger & Saturation Depleted" = 0
320 #If the player's hunger bar is below 'Hunger Depleted on Wake Up' he can't sleep.
321 "No Sleep If Hungry" = true
322 #If the player's has the hunger effect he can't sleep.
323 "No Sleep with Hunger effect" = true
324 #If the player has no hunger on wake up, beneficial effects are not applied.
325 "No beneficial effect when hungry" = true
326 #Apply the bad effects only when the Tired effect is equal or above this amplifier. -1 to disable
327 #Range: -1 ~ 255
328 "Dizzy when tired" = -1
329
330 #Prevents sleeping if the player is not tired. Tiredness is gained by gaining exhaustion. Allows you to sleep during daytime if too tired. Energy Boost Items are controlled via json in this feature's folder
331 ["Sleep & Respawn".Tiredness]
332 #Multiply the tiredness gained by this value. Normally you gain tiredness equal to the exhaustion gained. 'Effective Hunger' doesn't affect the exhaustion gained.
333 #Range: 0.0 ~ 128.0
334 "Tiredness gained multiplier" = 1.0
335 #If true the player will not set the spawn point if can't sleep.
336 "Prevent Spawn Point" = false
337 #Tiredness required to get the Tired effect and be able to sleep.
338 #Range: 0.0 ~ 1.7976931348623157E308
339 "Tiredness for effect" = 500.0
340 #Every this Tiredness above 'Tiredness for effect' will add a new level of Tired.
341 #Range: 0.0 ~ 1.7976931348623157E308
342 "Tiredness per level" = 125.0
343 #By default if omitted in the json, food items will give 1 second of Energy Boost per effective nourishment (hunger + saturation) of the food. This multiplies the duration of the effect
344 #Range: 0.0 ~ 1.7976931348623157E308
345 "Default Energy Boost Duration Multiplier" = 5.0
346 #What to do with tiredness when the player dies.
347 #RESET resets the tiredness to 0
348 #KEEP keeps the current tiredness
349 #SET_AT_EFFECT keeps the current tiredness but if higher than 'Tiredness for effect' it's set to that
350 #REMOVE_ONE_LEVEL keeps the current tiredness but if higher than 'Tiredness for effect' removes one level of Tired to a minimum of I
351 #Allowed Values: RESET, KEEP, SET_AT_EFFECT, REMOVE_ONE_LEVEL
352 "On death behaviour" = "SET_AT_EFFECT"
353 "Tired overlay" = true
354
355 ["Sleep & Respawn".Tiredness."Fake sound"]
356 #List of mobs (and optional dimension where they should play) that will have their ambience sound played when the player is tired
357 Mobs = ["minecraft:skeleton,minecraft:overworld", "minecraft:zombie,minecraft:overworld", "minecraft:spider,minecraft:overworld", "minecraft:ghast,minecraft:the_nether", "minecraft:zombified_piglin,minecraft:the_nether"]
358
359 #The cooldown (in ticks) between choosing a mob to play the fake sound. This is reduced with higher Tired effect levels
360 ["Sleep & Respawn".Tiredness."Fake sound".Cooldown]
361 #Range: 0.0 ~ 1.7976931348623157E308
362 Minimum = 12000.0
363 #Range: 0.0 ~ 1.7976931348623157E308
364 Maximum = 24000.0
365
366 #How many times will a fake sound of a mob play before going into cooldown
367 ["Sleep & Respawn".Tiredness."Fake sound".Times]
368 #Range: 0.0 ~ 1.7976931348623157E308
369 Minimum = 2.0
370 #Range: 0.0 ~ 1.7976931348623157E308
371 Maximum = 3.0
372
373 #Changes to sleeping and spawn points
374 ["Sleep & Respawn"."Sleeping and Spawn Point"]
375 #If set to true the player will not be able to sleep.
376 "Disable Sleeping" = false
377 #If set to true the player spawn point cannot be changed with beds.
378 "Disable Spawn Point" = false
379 #If set to true the player will be able to sleep during day time. On wake up it will be night time. Note that with 'Tiredness' feature enabled you are still not able to sleep during day unless you're tired enough.
380 "Allow Sleeping During Day" = true
381
382 #Add graves on death, and lose items on death. Controlled via game rules. Also adds a bounty system for the mob that killed the player. Graves can be disabled with the iguanatweaks:deathGrave game rule. Items percentage lost can be configured with the iguanatweaks:deathLoseItemsPercentage and iguanatweaks:deathLoseItemsEnchanted game rules.
383 ["Sleep & Respawn".Death]
384 #If true, the player's killer will not despawn and when killed will drop 4x more items and experience.
385 "Players's killer bounty" = false
386 #If true, the player's experience is stored in the grave.
387 "Grave keeps experience" = false
388
389 #Zombies drop cloth instead of Rotten Flesh. Cloth is used to make beds and various other stuff.
390 ["Sleep & Respawn".Cloth]
391 #Enables a Data Pack that integrated Cloth:
392 #* Makes zombies drop cloth instead of rotten flesh
393 #* Beds require Cloth to be crafted
394 #* Bundles can be made with Cloth
395 #* Chainmail armor is made craftable with Cloth and chains
396 #* Adds advancements for this feature and moves vanilla beds advancements to cloth advancement
397 "Data Pack" = false
398
399[Movement]
400 #Players's slides down climbable blocks faster and stands still when opening an interface. This is disabled if quark is enabled
401 "Enable Better Climbable" = true
402 "Enable Swimming" = false
403 "Enable Boats" = true
404 #Slowdown based off the terrain entities walking on. Custom Terrain Slowdown are controlled via json in this feature's folder
405 "Enable Terrain Slowdown" = false
406 #Armor slows down the player. Enchantment Weights are controlled via json in this feature's folder. Armor weights are controlled via Item Definitions.
407 "Enable Weighted Equipment" = true
408 #Prevents the player from placing blocks below him when in mid air.
409 "Enable No Pillaring" = false
410 #Makes flying with elytra outside the end dimension have stronger "air resistance"
411 "Enable Elytra Nerf" = true
412 #Players's slowed down when walking backwards.
413 "Enable Backwards slowdown" = false
414 #Players's slowed down for a brief moment when hit.
415 "Enable Tagging" = false
416
417 #Players's slides down climbable blocks faster and stands still when opening an interface. This is disabled if quark is enabled
418 [Movement."Better Climbable"]
419 #Speed at which players move up climbable blocks. Vanilla is 0.2
420 #Range: 0.0 ~ 5.0
421 "Climb Speed" = 0.3
422 #How much faster players move down climbable blocks
423 #Range: 0.0 ~ 5.0
424 "Descend Speed" = 0.2
425 #Entities will not count as on climbable when on the ground, preventing slowdown when passing through climbable blocks.
426 "Not on climbable when on ground" = true
427 #If enabled you'll only be able to climb when pressing jump and not when against a wall and moving.
428 "Only climb with jump" = true
429 #If enabled, climbables will no longer cancel fall damage. Damage is reduced by 40%.
430 "Fall damage on climbables" = true
431
432 [Movement.Swimming]
433 #Prevents swimming up really fast if swimming and holding the jump key.
434 "Prevent fast swim up with jump" = false
435
436 [Movement.Minecarts]
437 #If true, enables a data pack that makes rails cheaper and adds recipes for new rail. Also adds a global loot modifier that replaces vanilla rails with golden powered rails
438 "Data Pack" = false
439
440 [Movement.Boats]
441 #If true, boats will no longer go stupidly fast on ice. (If quark is present this is disabled)
442 "No Ice Boats" = true
443 #If true, boats will always break when falling from this height or more
444 #Range: 0.0 ~ 1.7976931348623157E308
445 "Break height" = 5.0
446
447 #Slowdown based off the terrain entities walking on. Custom Terrain Slowdown are controlled via json in this feature's folder
448 [Movement."Terrain Slowdown"]
449 "Frost walker reduces Ice slowdown" = true
450
451 #Armor slows down the player. Enchantment Weights are controlled via json in this feature's folder. Armor weights are controlled via Item Definitions.
452 [Movement."Weighted Equipment"]
453 #Percentage slowdown per point of armor the player is wearing.
454 #Range: 0.0 ~ 1.0
455 "Slowdown per Armor" = 0.02
456 #This value times the Armor Toughness worn by the player is a percentage increase of the Slowdown per Armor.
457 #Total percentage slowdown is '(slowness_per_armor * armor_points) * (1 + (toughness * percentage_per_toughness))'
458 #E.g. with 'Slowness per Armor' set to 0.005 and this set to 0.025 and the player wearing Diamond Armor the slowdown is '(0.005 * 20) * (1 + (8 * 0.025))' = '0.1 * 1.2'= '0.12' = -12% Speed applied to the player.
459 #Range: 0.0 ~ 1.0
460 "Percentage Increase per Toughness" = 0.03
461
462 #Prevents the player from placing blocks below him when in mid air.
463 [Movement."No Pillaring"]
464 #If true, pillaring will be negated only if there are monsters nearby
465 "Monsters Only" = true
466
467 #Makes flying with elytra outside the end dimension have stronger "air resistance"
468 [Movement."Elytra Nerf"]
469 #How much the player is slowed down when gliding.
470 #Range: 0.0 ~ 1.0
471 "Air Resistance" = 0.975
472
473 #Players's slowed down when walking backwards.
474 [Movement."Backwards slowdown"]
475 #How much slower will the player go when walking backwards.
476 #Range: 0.0 ~ 1.0
477 Slowdown = 0.0
478
479 #Players's slowed down for a brief moment when hit.
480 [Movement.Tagging]
481 #Which level of Slowness is applied to the player (level 0 is Slowness I).
482 #Range: 0 ~ 10
483 "Slowness level" = 0
484 #Slowness is applied for damage_taken * this_value ticks.
485 #Range: 0 ~ 100
486 "Duration multiplier" = 7
487
488[Mobs]
489 #Change wandering trader offers. Trades can be customized via json in this feature's folder
490 "Enable Wandering Trades" = false
491 #Increase monsters health, movement speed, etc using a data pack and Mobs Properties Randomness. If Enhanced AI is installed 'Follow Range Override' and 'XRay Range Override' will be disabled. If Pehkui is installed mobs will also have different sizes, like varying zombies and smaller spiders.
492 "Enable Stats Buffs" = false
493 #Changes to mobs equipment
494 "Enable Equipment" = true
495 #Rebalance Enhanced AI config
496 "Enable EnhancedAI" = true
497 #Nerfs to villagers + change their trades via json config
498 "Enable Villagers" = true
499 #Add a brand new Echo Torch and some changes to mob spawn
500 "Enable Spawning" = true
501 "Enable Misc Mobs" = true
502
503 #Change wandering trader offers. Trades can be customized via json in this feature's folder
504 [Mobs."Wandering Trades"]
505 #Vanilla is 0 pre-23w31a experimental feature, 2 otherwise
506 #Range: > -2147483648
507 "Amount of Buying trades" = 2
508 #Vanilla is 5
509 #Range: > -2147483648
510 "Amount of Ordinary trades" = 6
511 #Vanilla is 1
512 #Range: > -2147483648
513 "Amount of Rare trades" = 2
514
515 #Changes to mobs equipment
516 [Mobs.Equipment]
517 #Set the drop chance for mobs equipment.
518 #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
519 "Drop chance" = 0.0
520 #Set the drop chance for mobs equipment when spawned from spawners.
521 #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
522 "Drop chance from Spawners" = 0.0
523 #Max durability of items dropped by mobs. This also fixes https://bugs.mojang.com/browse/MC-136374. Setting to 0 will disable this feature.
524 #Range: 0.0 ~ 1.0
525 "Max durability" = 0.6
526 #All drops from mobs will be disenchanted.
527 "Disenchant equipment" = true
528
529 #Nerfs to villagers + change their trades via json config
530 [Mobs.Villagers]
531 #If true, villagers will be given 1 trading experience as soon as they choose their job to lock the trades.
532 "Lock Trades" = true
533 #If true, villagers will always be transformed into Zombies no matter the difficulty.
534 "Always convert villager to zombie" = true
535 #Define a max percentage discount that villagers can give.
536 #Range: 0.0 ~ 1.0
537 "Max Discount Percentage" = 0.5
538 #If true, villagers will no longer get the discount when cured from Zombies to prevent over discounting.
539 "Prevent Cure Discount" = true
540 #When villagers restock, they update the 'demand'. Demand is a trade modifier that increases the price whenever a trade is done many times, BUT when a trade is not performed, at each restock the 'demand' goes negative, making possible for a trade to never increase it's price due to high negative demand. With this to true, negative demand will be capped at -max_uses of the trade (e.g. Carrot trade from a farmer will have it's minimum demand set to -16).
541 "Clamp Negative Demand" = true
542 #Chance for a nitwit to spawn when two villagers breed
543 #Range: 0.0 ~ 1.0
544 "Nitwit chance" = 0.1
545 #If true, the effect can no longer be applied to entities
546 "Remove Bad Omen" = false
547 #Enables a data pack that changes villagers trades
548 "Trades Data Pack" = false
549
550 #Add a brand new Echo Torch and some changes to mob spawn
551 [Mobs.Spawning]
552 #Disables Zombie Villagers
553 "No Zombie Villagers" = false
554 #Allows mobs to spawn in the world spawn (in vanilla mobs can't spawn in a 24 blocks radius from world spawn)
555 "Allow world spawn spawn" = true
556 #Disables normal skeletons from spawning in Fortresses.
557 "Remove skeletons from Fortresses" = true
558 #Enables a data pack that makes Guardians spawn in deep oceans. These guardians have half health compared to monument guardians.
559 "Guardians in Deep Oceans" = true
560
561 [Mobs."Misc Mobs"]
562 #1 in X chance each tick for mobs in the `iguanatweaksreborn:passive_regen` entity type tag to regain 1 health. Set to 0 to disable
563 #Range: > 0
564 "Passive regen chance" = 0
565 #Instead of dealing magic and melee damage, guardians now only deal magic damage equal to their attack_damage attribute
566 "Guardian magic damage only" = true
567
568[Miscellaneous]
569 #Various Nerfs
570 "Enable Nerfs" = true
571 #Apply potion effects on certain hunger / health / experience level. Debuffs are controlled via json in this feature's folder
572 "Enable DeBuffs" = true
573 #Beacon has been redesigned to have more effects and range based off blocks used for pyramid. Effects and blocks ranges are controlled via json config in this feature's folder.
574 "Enable Beacon & Conduit" = true
575 #Various stuff that doesn't fit in any other Feature.
576 "Enable Tweaks" = true
577 #Various data packs that can be enabled/disabled
578 "Enable Data Packs & Integration" = true
579
580 #Various Nerfs
581 [Miscellaneous.Nerfs]
582 #If true, Iron golems will only drop Iron when killed by the player.
583 "Iron from Golems only when killed by Players" = false
584 #If true, renderDebugInfo is enabled by default. Requires a world restart. This also changes Caverns and Chasms from displaying coordinates with compasses.
585 "No Coordinates" = false
586 #If true, maxEntityCramming game rule is set to 6 from 24
587 "Reduced mob cramming" = true
588 #Kelp blocks smelt 16 items instead of 20
589 "Less burn time for Kelp block" = true
590 #Prevents duping falling blocks when they travel across dimensions. (If quark is present this is disabled)
591 "Remove Falling Block Dupe across dimensions" = true
592 #Fixes several piston physics exploits like TNT duping. (If quark is present this is disabled)
593 "Remove piston physics exploit" = true
594 #Range: 0.0 ~ 1.0
595 "Fishing has a chance to fish a guardian" = 0.01
596 #If enabled after fishing for a few times in the same spot you won't be able to fish again unless you move in another spot
597 "No fish if fishing in the same spot" = true
598 #When an entity is hit and on a mount they have this chance to fall
599 #Range: 0.0 ~ 1.0
600 "Fall from mount chance" = 0.2
601 #If true, only players are affected by 'Fall from mount chance'
602 "Fall from mount player only" = true
603 #When prone your mining speed is multiplied by this
604 #Range: 0.0 ~ 1.7976931348623157E308
605 "Prone mining speed multiplier" = 0.5
606
607 #Beacon has been redesigned to have more effects and range based off blocks used for pyramid. Effects and blocks ranges are controlled via json config in this feature's folder.
608 [Miscellaneous."Beacon & Conduit"]
609
610 [Miscellaneous."Beacon & Conduit".Conduit]
611 #Greatly increases the range and damage of the conduit
612 "Better Protection" = true
613 #Distance multiplier (formula is `blocks_around / 7 * this_multiplier`) from the conduit at which it will deal damage to enemies.
614 #Range: 0.0 ~ 64.0
615 "Protection Distance Multiplier" = 8.0
616 #If a mob is within this radius from the conduit, it will be dealt the maximum amount of damage.
617 #Range: 0.0 ~ 96.0
618 "Protection Max Damage Distance" = 8.0
619
620 #Various stuff that doesn't fit in any other Feature.
621 [Miscellaneous.Tweaks]
622 #If true, entities will no longer be set on fire if have Fire Resistance (like bedrock edition)
623 "Prevent fire with resistance" = true
624 #Falling on glass has a chance of breaking it. The higher the fall, the higher the chance. iguanatweaksreborn:fall_on_break block tag can be used to add more blocks that break when falling onto them.
625 "Falling breaking glass" = false
626 #Poison will damage the player every this ticks at level I. Vanilla is 25.
627 #Range: > 1
628 "Poison damage speed" = 60
629 #When you die in hardcore, your spawn point is set to where you died and a lightning strike is summoned
630 "Better hardcore death" = true
631 #If enabled, the Totem of Undying will give Resistance IV for 5.5 seconds
632 "Totem resistance" = true
633 #The strength used to throw splash potions. Vanilla is 0.5
634 #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
635 "Splash potions throw strength" = 1.0
636 #If set higher than 0 it will enable damage when colliding with walls at a high speed (e.g. with explosions or knockback). Higher = more damage. Set to 0 to disable
637 #Range: 0.0 ~ 1.7976931348623157E308
638 "Collide with walls damage" = 0
639 #Vanilla is 10
640 #Range: 0.0 ~ 1.7976931348623157E308
641 "Leash max distance" = 16.0
642 #The speed modifier when frozen. Vanilla is -0.05
643 #Range: -1.0 ~ 0.0
644 "Frozen Movement Speed modifier" = -0.1
645 #Plays a sound effect when a mob is hit at least from this distance.
646 #Range: > -2147483648
647 "Ding on mob hit at distance" = 40
648 "Blindness no longer prevents sprinting" = true
649
650 [Miscellaneous.Tweaks.Sponge]
651 #The maximum amount of blocks a sponge can soak. (Vanilla is 64, disabled if quark is installed)
652 #Range: > -2147483648
653 "Maximum Soak Blocks" = 256
654 #The maximum range at which sponges will check for soakable blocks. (Vanilla is 5, disabled if quark is installed)
655 #Range: > -2147483648
656 "Maximum Soak Range" = 10
657 #If exposed to the sun sponges may dry and if exposed to rain sponges might get wet. Requires a Minecraft restart if disabled
658 "Dry in the sun and wet in rain" = true
659
660 [Miscellaneous.Tweaks.Breathe]
661 #The amount of ticks the entities consumes when underwater. In vanilla it's 1 without Respiration enchantment. For non integer numbers the decimal part will count as a chance to have a +1
662 #Range: 0.0 ~ 100.0
663 "Air ticks consumed" = 1.0
664 "Increase drown damage the more drowning" = true
665 #Every how many ticks will entities drown
666 #Range: 0 ~ 100
667 "Drown Speed" = 30
668
669 #The amount of air ticks the entities regains each tick when out of water. Min is the amount as soon as you exit water, Max is a few seconds out of water. For non integer numbers the decimal part will count as a chance to have a +1. Vanilla is 4.
670 [Miscellaneous.Tweaks.Breathe."Air ticks refilled"]
671 #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
672 Minimum = 1.0
673 #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
674 Maximum = 3.0
675
676 [Miscellaneous.Tweaks.Turtle]
677 #The ticks of Water Breathing given by the Turtle Helmet. Vanilla is 200
678 #Range: > -2147483648
679 "Helmet water breathing time" = 0
680 #If true scutes will drop as a block and not as item
681 "Scute drop as block" = true
682
683 #Various data packs that can be enabled/disabled
684 [Miscellaneous."Data Packs & Integration"]
685 #If true, no integrated data pack will be loaded
686 "Disable ALL data packs" = false
687 #Changes vanilla torch recipes.
688 #* Torches can be only made on Campfires early on in the game
689 #* With shears you can make 3 torches out of coal
690 #* With Fire Charges you can make them later in the game.
691 "Hardcore Torches" = false
692 #Changes vanilla chains recipe. Makes chains easily craftable with nuggets only.
693 "Cheaper Chains" = true
694 #Minor changes:
695 #* Cakes now drop when broken and not eaten
696 #* Dark Prismarine is made easier
697 #* Clay balls can be crafted from blocks
698 #* Leads and Sticky Pistons can also be made with Honey
699 #* Iron Doors can be blasted back to Iron Ingots
700 #* Dispensers can be made from droppers
701 #* Levers and glass can now be broken faster with pickaxes, cactus with hoes
702 "Misc tweaks" = false
703 #Makes redstone components require redstone in their recipe (e.g. Levers, pressure plates, etc). Also makes Corail's Woodcutter no longer able to make buttons and pressure plates.
704 "Actual Redstone Components" = false
705 #If true a data pack will be enabled that makes furnaces require copper. Copper ingots can be obtained from raw copper on campfires.
706 "Copper Furnace" = false
707 #If true a data pack will be enabled that disables villages and pillagers outpost generation.
708 "Disable Long Noses Structures" = false
709 #If true a data pack will be enabled that changes fishing Loot.
710 "Fishing Loot Changes" = false
711 #If true, a data pack will be enabled that makes End Cities will be more common.
712 "Increase End Cities" = true
713 #If true a data pack will be enabled that overhauls structure loot. Disables itself if iguanatweaksexpanded is present
714 "Better Structure Loot" = false
715 #If true a data pack will be enabled that reduces loot from structures closer to spawn
716 "Less loot closer to spawn" = false
717 #Changes mobs loot and makes mobs drop reduced loot if not killed by a player
718 "Mob loot changes" = false
719 #Overhauls vanilla advancements:
720 #* Merges them in a big giant advancement tree
721 #* Heavily increases experience reward
722 #* Removes some advancements (like villagers ones)
723 "Advancements overhaul" = false
724 #Integrates the mod with Supplementaries. Check here for changes: https://github.com/Insane96/IguanaTweaksReborn/wiki/Farmer%27s-Delight-integration
725 "Supplementaries integration" = true
726 #Integrates the mod with Farmer's delight. Some config options are changed along with a data pack installed. Check here for changes: https://github.com/Insane96/IguanaTweaksReborn/wiki/Farmer%27s-Delight-integration
727 "Farmer's Delight integration" = false
728 #Integrates the mod with Environmental. Changes animals loot to match the livestock changes
729 "Environmental integration" = false
730 #Integrates the mod with Quark. Changes animals loot to match the livestock changes.
731 "Quark integration" = false
732 #Integrates the mod with Autumnity. Changes animals loot to match the livestock changes.
733 "Autumnity integration" = false
734 #Integrates the mod with Caverns & Chasms. Slightly alters ore generation and adds item stats.
735 "Caverns & Chasms integration" = false
736 #When you add a new mod the game automatically sets the data pack of the mod at the bottom of all the data packs, making the data packs loaded from this mod not work. If this is set to true the enabled and disabled Data Packs of the world are reset and reloaded. WARNING: you'll lose disabled data packs!
737 "Force Reload world Data Packs" = false
738
739[Mining]
740 #Various changes for different materials and ores.
741 "Enable Materials and ores" = false
742 #Change blocks hardness. Dimension Hardness and Depth Hardness are controlled via json in this feature's folder. Block hardness can be changed with Block Definitions via data packs
743 "Enable Block Hardness" = true
744 #Change, through data packs, some blocks properties, from hardness to explosion resistance to speed and jump factors to bone meal chance to fail.
745 "Enable Block Definitions" = true
746 #Changes Gold tools to have an innate Fortune/Looting I
747 "Enable Gold" = true
748 #Various mining changes
749 "Enable Misc" = true
750
751 #Various changes for different materials and ores.
752 [Mining."Materials and ores"]
753 #Enables a data pack that changes ore generation to be biome based. Less material generate in all the biomes, more in specific biomes.
754 "Ore generation Overhaul" = false
755 #https://minecraft.wiki/w/Ore_vein
756 "Disable Ore Veins" = false
757 #Enables the following changes to vanilla data pack:
758 #* Stone (Broken with a non Silk-Touch tool) can drop Iron Nuggets
759 #* Silverfish can drop Iron Nuggets
760 "Farmable Iron data pack" = false
761 #Enables the following changes to vanilla data pack:
762 #* Smelting copper in a furnace takes 2x time
763 #* Smelting Iron in a Furnace takes 4x time, and 2x time in a blast furnace
764 #* Can no longer smelt gold and Ancient Debris in a Furnace, and 2x in a blast furnace
765 "Ore Smelting Data Pack" = false
766
767 #Change blocks hardness. Dimension Hardness and Depth Hardness are controlled via json in this feature's folder. Block hardness can be changed with Block Definitions via data packs
768 [Mining."Block Hardness"]
769 #Multiplier applied to the hardness of blocks. E.g. with this set to 2.0 blocks will take 2 times longer to break.
770 #Range: 0.0 ~ 128.0
771 "Hardness Multiplier" = 1.0
772
773 #Changes Gold tools to have an innate Fortune/Looting I
774 [Mining.Gold]
775 #Set the innate looting level of gold tools.
776 #Range: 0 ~ 255
777 "Looting Level" = 2
778 #Set the innate fortune level of gold tools.
779 #Range: 0 ~ 255
780 "Fortune Level" = 1
781
782 #Various mining changes
783 [Mining.Misc]
784 #Silverfish blocks will insta-mine like pre-1.17
785 "Insta-Mine Silverfish" = true
786 #Heads will insta-break
787 "Insta-Mine Heads" = true
788 #Makes slabs, stairs and walls take less time to break
789 "Faster slabs, stairs and walls" = true
790 #In vanilla there's a 5 tick delay (0.25 secs) between breaking blocks. The tick delay is reduced by 1 tick every 2 tool efficiency.
791 "Efficiency based destroy delay" = true
792 #Changes some Caverns and Chasms config options.
793 "Caverns and Chasms Integration" = false
794
795[Items]
796 #Make items not able to mine / attack
797 "Enable Disabled Items" = true
798 #Less durable items and efficient tools. Items Durability and Efficiency are controlled via data packs
799 "Enable Unbreakable Items" = true
800 #Retrieve name tags from name tagged entities.
801 "Enable Name tags" = true
802 #Control Items properties via data packs. Add more tooltips.
803 "Enable Misc" = true
804 "Enable gigaherz Tool Belt" = false
805 #Make food, items and blocks less stackable. Items and Blocks are disabled by default. Changing stuff requires a /reload, but might require a Minecraft restart.
806 "Enable Stack Sizes" = false
807 #Wooden items have a lower chance to break in sunlight.
808 "Enable Ecologic Wood" = true
809
810 #Make items not able to mine / attack
811 [Items."Disabled Items"]
812 #If set to true items in the 'no_damage' and 'no_efficiency' item tags will get a tooltip.
813 "Add tooltip" = true
814
815 #Less durable items and efficient tools. Items Durability and Efficiency are controlled via data packs
816 [Items."Unbreakable Items"]
817 #Items with durability get a durability tooltip.
818 "Durability Tooltip" = true
819 #If set to true items will no longer break if enchanted. Ignores the iguanatweaksreborn:not_unbreakable item tag.
820 "Any enchanted item" = true
821
822 #Control Items properties via data packs. Add more tooltips.
823 [Items.Misc]
824 #Tools get an efficiency tooltip.
825 "Efficiency tooltip" = true
826 #Enables a data pack that rebalances all the items, from armor to efficiency to weapons. Also changes some item stacks.
827 "Item Stats Data Pack" = true
828 #If enabled items in the iguanatweaksreborn:has_tooltip item tag will get a tooltip with the vanilla name + .tooltip (e.g. item.minecraft.arrow.tooltip)
829 "Item tooltips" = true
830
831 [Items."gigaherz Tool Belt"]
832 #Enables a data pack that changes the crafting of the Tool Belt to give more slots (2 -> 4)
833 "Bigger base belt" = true
834 #Reduces cost to apply pouches to tool belts
835 "Reduce upgrade cost" = true
836
837 #Make food, items and blocks less stackable. Items and Blocks are disabled by default. Changing stuff requires a /reload, but might require a Minecraft restart.
838 [Items."Stack Sizes"]
839 #The formula to calculate the stack size of a food item. Variables as hunger, saturation_modifier, effectiveness as numbers and fast_food as boolean can be used. Set to empty to disable this. This is evaluated with EvalEx https://ezylang.github.io/EvalEx/concepts/parsing_evaluation.html.
840 "Food Stack Reduction Formula" = "ROUND((1 - hunger / 9) * 64 * 0.5, 0)"
841 #Items max stack sizes (excluding blocks) will be multiplied by this value. Foods will be overridden by 'Food Stack Reduction' or 'Food Stack Multiplier' if are active. Setting to 1 will disable this feature.
842 #Range: 0.01 ~ 64.0
843 "Item Stack Multiplier" = 1.0
844 #All the blocks max stack sizes will be multiplied by this value to increase / decrease them.
845 #Range: 0.01 ~ 64.0
846 "Block Stack Multiplier" = 1.0
847
848 #Wooden items have a lower chance to break in sunlight.
849 [Items."Ecologic Wood"]
850 #Chance for the wooden item to not consume durability at 'Max sunlight'.
851 #Range: 0.0 ~ 1.0
852 "Chance at 'Max sunlight'" = 0.75
853 #Range: 0 ~ 15
854 "Max sunlight" = 12
855
856 #Add flint tools and shield.
857 [Items."Flint Expansion"]
858 #If true, a data pack will be enabled that disables stone tools crafting and generation in chests will be replaced with flint ones
859 "Disable Stone Tools" = false
860
861["Hunger & Health"]
862 #Changes to food nourishment and the speed on how food is eaten or how items are consumed. Custom Food Properties are controlled via json in this feature's folder.
863 "Enable Foods & Drinks" = true
864 #Make the player consume more hunger with different actions. Please note that if hunger is disabled, exhaustion still applies to Tiredness.
865 "Enable Exhaustion" = true
866 #Makes Health regen work differently, similar to Combat Test snapshots. Can be customized. Hunger related stuff doesn't work (for obvious reasons) if No Hunger feature is enabled
867 "Enable Health Regen & Hunger" = true
868
869 #Changes to food nourishment and the speed on how food is eaten or how items are consumed. Custom Food Properties are controlled via json in this feature's folder.
870 ["Hunger & Health"."Foods & Drinks"]
871 #Food's hunger restored will be calculated from this formula. Variables as hunger, saturation_modifier, effectiveness as numbers and fast_food as boolean can be used. This is evaluated with EvalEx https://ezylang.github.io/EvalEx/concepts/parsing_evaluation.html. Setting this to an empty string disables the feature. Can be re-applied with /reload
872 "Food Hunger Formula" = ""
873 #Food's saturation multiplier will be calculated from this formula. This is not a flat value: https://minecraft.wiki/w/Hunger#Food_level_and_saturation_level_restoration. Variables as hunger, saturation_modifier, effectiveness as numbers and fast_food as boolean can be used. This is evaluated with EvalEx https://ezylang.github.io/EvalEx/concepts/parsing_evaluation.html. Setting this to an empty string disables the feature. Can be re-applied with /reload
874 "Food Saturation Modifier Formula" = "saturation_modifier * hunger / 7"
875 #Makes potion, milk and honey faster to drink, 1 second instead of 1.6.
876 "Faster Drink Consuming" = true
877 #Makes the speed for eating food based off the hunger and saturation they provide.
878 "Eating Speed Based Off Food Restored" = true
879 #The formula to calculate the ticks required to eat a food. Variables as hunger, saturation_modifier, effectiveness as numbers and fast_food as boolean can be used. This is evaluated with EvalEx https://ezylang.github.io/EvalEx/concepts/parsing_evaluation.html. The default formula increases the time to eat exponentially when higher effectiveness.
880 "Eating Speed Formula" = "MIN(MAX((IF(fast_food, 16, 32) * effectiveness) * 0.075, IF(fast_food, 12, 20)), 75)"
881 #If true, eating/drinking stops when the player's hit.
882 "Stop consuming on hit" = true
883 #Raw food has this chance to poison the player. Raw food is defined in the iguanatweaksreborn:raw_food tag
884 #Range: 0.0 ~ 1.0
885 "Raw food Poison Chance" = 0.7
886 #Raw food will give this level of poison to the player.
887 #Range: 0 ~ 255
888 "Raw food Poison Amplifier" = 1
889 #Raw food's poison duration will be multiplied by this value. With this set to 1, raw food will give 1 second of poison per nutrition + saturation given.
890 #Range: 0.0 ~ 1.7976931348623157E308
891 "Raw food Poison Duration Multiplier" = 2.0
892 #If enabled, when eating food the saturation will not sum, instead will just be set to the food's saturation (if higher than the current). If AppleSkin is installed it also adds compatibility for saturation restored overlay
893 "Combat Snapshot eating saturation" = true
894 #If enabled, eating cakes will give 30 seconds of Speed and Haste
895 "Buff cakes" = true
896 #Food can no longer be smelted in furnaces and change smokers recipe to require soul sand.
897 #This also enables a change to the smelt_item_function in loot tables to use smoker recipes instead of furnaces (otherwise, mobs wouldn't drop cooked food). Might have unintended side effects.
898 "No Furnace food and smoker recipe" = true
899
900 #Make the player consume more hunger with different actions. Please note that if hunger is disabled, exhaustion still applies to Tiredness.
901 ["Hunger & Health".Exhaustion]
902 #When you break a block you'll get exhaustion equal to the block hardness multiplied by this value. Setting this to 0 will default to the vanilla exhaustion (0.005). (It's not affected by the Global Hardness Features)
903 #Range: 0.0 ~ 128.0
904 "Block Break Exhaustion Multiplier" = 0.0
905 #When breaking block you'll get exhaustion every tick during the breaking.
906 #Range: 0.0 ~ 128.0
907 "Exhaustion per tick when breaking a block" = 0.001
908 #Every second the player will get this exhaustion.
909 #Range: 0.0 ~ 128.0
910 "Passive Exhaustion" = 0.015
911 #Every tick of the player's rowing will get this exhaustion.
912 #Range: 0.0 ~ 128.0
913 "Rowing Exhaustion" = 0.005
914 #Every tick of the player's charging an arrow on a bow/crossbow will get this exhaustion.
915 #Range: 0.0 ~ 128.0
916 "Bow charge exhaustion" = 0.005
917 #When affected by the hunger effect, exhaustion will be doubled per level of the effect
918 "Effective Hunger Effect" = true
919
920 #Makes Health regen work differently, similar to Combat Test snapshots. Can be customized. Hunger related stuff doesn't work (for obvious reasons) if No Hunger feature is enabled
921 ["Hunger & Health"."Health Regen & Hunger"]
922 #Sets how many ticks between the health regeneration happens (vanilla is 80).
923 #Range: > 0
924 "Health Regen Speed" = 40
925 #Sets how much hunger the player must have to regen health (vanilla is >17).
926 #Range: > 0
927 "Regen when Hunger Above" = 12
928 #Set to true to disable the health regen boost given when max hunger and saturation (false in Vanilla).
929 "Disable Saturation Regen Boost" = true
930 #Set to true to consume Hunger only (and not saturation) when regenerating health (false for Vanilla).
931 "Consume Hunger Only" = false
932 #Vanilla consumes 1 saturation or hunger whenever Exhaustion reaches 4.0. You can change that value with this config option. NOTE that Minecraft caps this value to 40.
933 #Range: 0.0 ~ 40.0
934 "Max Exhaustion" = 4.0
935 #If 'Consume Hunger Only' is true then this is the chance to consume an hunger whenever the player is healed (vanilla ignores this; Combat Test has this set to 0.5).
936 #Range: 0.0 ~ 1.0
937 "Hunger Consumption Chance" = 0.5
938 #If enabled, peaceful difficulty no longer heals and fulfills the player
939 "Peaceful Hunger & Health" = true
940 #When eating you'll get healed by this percentage of 'hunger + saturation' restored.
941 #Range: 0.0 ~ 1.0
942 "Food Heal Multiplier" = 0.0
943
944 ["Hunger & Health"."Health Regen & Hunger"."Passive Health Regen"]
945 #If true, Passive Regeneration is enabled
946 Enable = false
947
948 #Min represents how many ticks the regeneration of 1 HP takes when health is 100%, Max how many ticks when health is 0%
949 ["Hunger & Health"."Health Regen & Hunger"."Passive Health Regen"."Regen Speed"]
950 #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
951 Minimum = 120.0
952 #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
953 Maximum = 3600.0
954
955 ["Hunger & Health"."Health Regen & Hunger".Starve]
956 #Sets how many ticks between starve damage happens (vanilla is 80).
957 #Range: > 0
958 Speed = 80
959 #Set how much damage is dealt when starving (vanilla is 1).
960 #Range: > 0
961 Damage = 1
962 #The player will start starving at this hunger (Vanilla is 0)
963 #Range: 0 ~ 20
964 "at Hunger" = 0
965 #If below 'Starve at Hunger' player will starve 2x faster for each hunger point below 'Starve at Hunger'.
966 "Faster when really hungry" = true
967
968 ["Hunger & Health"."Health Regen & Hunger".Sprint]
969 #Player can only sprint when have at least this much hunger. Vanilla is 7
970 #Range: 0 ~ 20
971 "Min hunger" = 1
972 #How much less movement speed per hunger below 'Speed Penalty below hunger' sprinting players have
973 #Range: 0.0 ~ 1.7976931348623157E308
974 "Speed reduction each hunger" = 0.025
975 #How much less movement speed per hunger below 'Speed Penalty below hunger' sprinting players have
976 #Range: 0 ~ 20
977 "Speed Penalty below hunger" = 7
978
979[Farming]
980 #Hoes can now scythe grass and flowers. Also makes them break faster when tilling farmland
981 "Enable Hoes" = true
982 #Increase uses for bone meal and nerf its use on some plants
983 "Enable Bone meal" = true
984 #Slower Plants (non-crops) growing. Plants properties are controlled via json in this feature's folder
985 "Enable Plants Growth" = true
986 #Crops tweaks and less yield from crops
987 "Enable Crops" = true
988 #Slower breeding, Growing, Egging and Milking. Lower yield.
989 "Enable Livestock" = true
990
991 #Hoes can now scythe grass and flowers. Also makes them break faster when tilling farmland
992 [Farming.Hoes]
993 #Range: > 1
994 "Durability used on right-click" = 8
995 #'Durability used on right-click' is only applied for farmland, and not e.g. when using hoes on rooted dirt
996 "Extra durability only for tilling" = true
997
998 #Increase uses for bone meal and nerf its use on some plants
999 [Farming."Bone meal"]
1000 #Bone meal used on Farmland (or shift right clicked on crops) transforms it into Rich Farmland.
1001 "Rich Farmland" = false
1002 #How many extra random ticks does Rich Farmland give to the crop sitting on top?
1003 #Range: > 1
1004 "Rich Farmland Extra Ticks" = 3
1005 #Chance for a Rich farmland to decay back to farmland
1006 #Range: 0.0 ~ 1.0
1007 "Rich Farmland Chance to Decay" = 0.4
1008 "Compostable Rotten Flesh" = true
1009 #Chance for a bone meal to fail to grow something. Empty this string to disable. Accepts a list of seasons and chances separated by a ;
1010 "Season fail chance" = "WINTER,0.65"
1011 #If true, you can bone meal dirt that's near a grass block to get grass block.
1012 "Bone meal dirt to grass" = true
1013
1014 #How many stages will bone meal make stuff grow?
1015 [Farming."Bone meal"."Stage growth"]
1016 #Range: 0.0 ~ 25.0
1017 Minimum = 1.0
1018 #Range: 0.0 ~ 25.0
1019 Maximum = 1.0
1020
1021 #How many stages will cactus and sugar canes grow with one bone meal
1022 [Farming."Bone meal"."Bone meal canes and cactus"]
1023 #Range: 0.0 ~ 1.7976931348623157E308
1024 Minimum = 1.0
1025 #Range: 0.0 ~ 1.7976931348623157E308
1026 Maximum = 1.0
1027
1028 #Slower Plants (non-crops) growing. Plants properties are controlled via json in this feature's folder
1029 [Farming."Plants Growth"]
1030 "Huge mushrooms on Mycelium only" = true
1031 #If != 1, cave vines will grow this slower above sea level or if they can see the sky light
1032 #Range: 0.0 ~ 1.7976931348623157E308
1033 "Cave vines underground" = 3.0
1034 #If true, a data pack is enabled that changes the growth of plants based off various factors, such as sunlight and biome
1035 "Plant growth multipliers data pack" = false
1036
1037 #Crops tweaks and less yield from crops
1038 [Farming.Crops]
1039 #Set if crops require wet farmland to grow.
1040 #Valid Values:
1041 #NO: Crops will not require water to grow
1042 #BONE_MEAL_ONLY: Crops will grow on dry farmland by only using bone meal
1043 #ANY_CASE: Will make Crops not grow in any case when on dry farmland
1044 #Allowed Values: NO, BONE_MEAL_ONLY, ANY_CASE
1045 "Crops Require Water" = "ANY_CASE"
1046 #Radius where water hydrates farmland, vanilla is 4.
1047 #Range: > 1
1048 "Water Hydration Radius" = 4
1049 #Makes potatoes and carrots not plantable and also enables a data pack that makes the following changes:
1050 #* Makes all vanilla crops drop only one seed (and makes carrots and potatoes drop the new seed item)
1051 #* Makes melon seeds and pumpkin seeds harder to obtain
1052 #* Removes carrots and potato drops from zombies
1053 #* Removes wheat seeds from tall grass
1054 #* Makes wild crops generate in the world
1055 "Crops data pack" = true
1056
1057 #Slower breeding, Growing, Egging and Milking. Lower yield.
1058 [Farming.Livestock]
1059 #Changes the chance for a chicken to come out from an egg (1 in this value). Vanilla is 8
1060 #Range: > -2147483648
1061 "Chicken from egg chance" = 8
1062 #If not 0, chickens will no longer breed, instead when fed will make eggs twice as fast for the seconds set here.
1063 #Range: > -2147483648
1064 "Faster egg time" = 900
1065 #Seconds until you can milk cows (or stew mooshrooms)
1066 #Range: > -2147483648
1067 "Milk Cooldown" = 1200
1068 #Enables a data pack that changes animal loot (reduced food drops) and slows down growing, breeding, egging etc
1069 "Data Pack" = false
1070
1071 [Farming.Livestock.Aging]
1072 #If true, animals will age and die of old age. Configurable via data packs. With the data pack enabled, adult and mid age animals will drop 50% more stuff.
1073 Enable = true
1074 #If true, animals die of old age.
1075 "Die of old age" = true
1076 #If Die of old age is disabled you can still make animals grow up to this age
1077 #Allowed Values: YOUNG, ADULT, MID_AGE, OLD
1078 "Stop at" = "MID_AGE"
1079
1080[Experience]
1081 #Changes the experience lost on death and xp per level required.
1082 "Enable Players Experience" = true
1083 #Changes to some enchantments related stuff.
1084 "Enable Enchantments" = true
1085 #Better repair, free rename and merge. With this feature enabled, EMI's repairs and enchanting in anvil recipes are removed.
1086 "Enable Anvils" = true
1087 #Various changes to experience. You can also use the iguanatweaks:disableExperience game rule to make experience disappear altogether.
1088 "Enable Dropped Experience" = true
1089
1090 #Changes the experience lost on death and xp per level required.
1091 [Experience."Players Experience"]
1092 #The experience required to level up is calculated by this formula. The variable available is 'current_level'
1093 #Set to empty to disable.
1094 #This is evaluated with EvalEx https://ezylang.github.io/EvalEx/concepts/parsing_evaluation.html.
1095 #Incompatible with Allurement's 'Remove level Scaling' or any other mod that does something similar
1096 "Level Scaling Formula" = ""
1097 #On death, players will drop this percentage of experience instead of max 7 levels. Setting to -1 will disable this.
1098 #Due to Minecraft limitations this is incompatible with other mods that change the level scaling (e.g. Allurement's 'Remove level Scaling').
1099 #Range: -1.0 ~ 1.0
1100 "Dropped Experience on Death" = -1
1101 #Players will pick up experience faster
1102 "Pickup XP Faster" = true
1103
1104 #Changes to some enchantments related stuff.
1105 [Experience.Enchantments]
1106 #Infinity can go up to level 4. Each level makes an arrow have only 1 in level+1 chance to consume. E.g. with Infinity 4 there's 1 in 5 chance to consume the arrow, and 4 in 5 to not consume it.
1107 "Infinity overhaul" = false
1108 #Unbreaking max level is now 5 and tool lasts 50% more per level
1109 "Less unbreakable unbreaking" = true
1110 #Thorns is no longer compatible with other protections, but deals damage every time (higher levels deal more damage) and no longer damages items.
1111 "Small Thorns Overhaul" = true
1112 #Change the bonus efficiency formula from `lvl*lvl+1` to `tool_efficiency * (0.5*lvl)`
1113 "Tool Efficiency Scaled Efficiency Formula" = true
1114 #Mending only makes the tool repair by one durability every 2 xp instead of 2 durability/1 xp.
1115 "Nerf Mending" = true
1116 #Respiration decreases air consumption by 50% per level instead of 100%.
1117 "Nerf Respiration" = true
1118 #Set arrow's damage increase with the Power enchantment (vanilla is 0.5). If set to a value != 0.5 the flat 0.5 bonus is also removed. Set to 0.5 to disable.
1119 #Range: 0.0 ~ 2.0
1120 "Power Enchantment Damage" = 0.35
1121 #If true, the formula for bonus damage for arrows is changed from `'Power Enchantment Damage' + 'Power Enchantment Damage' * lvl` to `base_damage * 'Power Enchantment Damage' * lvl`.
1122 "Power affects base arrow damage" = true
1123 "Prevent farmland trampling with Feather Falling" = false
1124 #If true, vanilla protection enchantments are replaced with mod's ones. To re-enable vanilla enchantments refer to `disabled_enchantments.json`.
1125 #Protection has only one level, protects 6% per level and is treasure. Other protections work the same except for projectile that reduces the sight range of mobs by 2% per level. Feather falling protects for 16% per level instead of 12% + 1 per level.
1126 "Replace protection enchantments" = true
1127 #If true, vanilla damaging enchantments (such as smite or sharpness) are replaced with mod's ones. To re-enable vanilla enchantments refer to `disabled_enchantments.json`.
1128 #Changes to damaging enchantments:
1129 #Enchantments deal bonus damage based off the item's attack damage. So Sharpness on a Sword adds less damage than Sharpness on an Axe.
1130 #Sharpness deals +0.5 damage per level
1131 #Smite deals +1 damage per level to undead and applies weakness
1132 #Bane of Arthropods has been replaced with Bane of SSSSS that deals +1 damage per level to arthropods and creepers and applies slowness
1133 "Replace damaging enchantments" = true
1134 #If true, vanilla fire aspect and knockback are replaced with mod's ones. To re-enable vanilla enchantments refer to `disabled_enchantments.json`.
1135 "Replace other enchantments" = true
1136 #If true, Looting, Fortune and Luck of the Sea enchantments are replaced with a single level one: Luck. Luck works like Fortune/Looting/LoTS II. To re-enable vanilla enchantments refer to `disabled_enchantments.json`.
1137 "Rework bonus loot enchantments" = true
1138
1139 #Better repair, free rename and merge. With this feature enabled, EMI's repairs and enchanting in anvil recipes are removed.
1140 [Experience.Anvils]
1141 #If true you can merge items in the anvil and get a repair bonus
1142 "Allow Merging Items" = true
1143 #Vanilla is 12%
1144 #Range: 0 ~ 100
1145 "Merging Repair bonus" = 15
1146 #Chance for an anvil to become chipped/damaged/break. Vanilla is 12%
1147 #Range: 0.0 ~ 1.7976931348623157E308
1148 "Degradation chance" = 0.02
1149 "Fix with Iron blocks" = true
1150
1151 [Experience.Anvils.Renaming]
1152 #Removes the cost for renaming items in Anvil
1153 "No cost" = true
1154 #If true, anvils don't wear down when only used for renaming
1155 "No break" = true
1156
1157 [Experience.Anvils."XP Cost"]
1158 #Set the cap for repairing items in the anvil (vanilla is 40)
1159 #Range: > 0
1160 "Repair cap" = 1024
1161 #Multiplier for the levels required to repair or merge an item.
1162 #Range: 0.0 ~ 1.7976931348623157E308
1163 Multiplier = 0.0
1164 #The cost when merging two items is calculated from the final item, no longer from a strange calculations between the two items merging.
1165 "Merging cost is based off result" = true
1166 #Repairing items in an anvil doesn't cost xp
1167 "No cost" = true
1168 #XP cost when repairing an item in an anvil is based of the levels of the enchantments. This is not affected by 'Repair cost multiplier'
1169 "Different repair cost" = false
1170
1171 [Experience.Anvils."XP Cost"."Enchantments cost by rarity"]
1172 #Vanilla: 1
1173 #Range: > 0
1174 Common = 1
1175 #Vanilla: 2
1176 #Range: > 0
1177 Uncommon = 2
1178 #Vanilla: 4
1179 #Range: > 0
1180 Rare = 3
1181 #Vanilla: 8
1182 #Range: > 0
1183 "Very Rare" = 6
1184
1185 [Experience.Anvils."Material Cost"]
1186 #Repairing items in an anvil costs more materials if the item is enchanted. This is the percentage increase for each level of enchantment on the item
1187 #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
1188 "Increase materials required with enchantments" = 0.05
1189 #Repairing items in an anvil costs more materials if the item is enchanted. This is the flat increase for each level of enchantment on the item
1190 #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
1191 "Increase materials required with enchantments (Flat)" = 0.5
1192
1193 [Experience.Anvils."Merge Repair"]
1194 #Merging items in an anvil will reduce the repair amount if the left is enchanted. This is the multiplicative percentage decrease for each level of enchantment on the item. This is applied to the right item durability before the bonus repair.
1195 #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
1196 "Decrease repair amount with enchantments" = 0.05
1197
1198 #Various changes to experience. You can also use the iguanatweaks:disableExperience game rule to make experience disappear altogether.
1199 [Experience."Dropped Experience"]
1200 #ALL Experience dropped will be multiplied by this value, regardless if affected by another multiplier.
1201 #Use the iguanatweaks:disableExperience game rule to disable experience completely.
1202 #Range: 0.0 ~ 128.0
1203 "Global Experience Multiplier" = 1.0
1204 #Experience dropped by blocks (Ores and Spawners) will be multiplied by this multiplier. Experience dropped by blocks are still affected by 'Global Experience Multiplier'
1205 #Can be set to 0 to make blocks drop no experience
1206 #Range: 0.0 ~ 128.0
1207 "Experience from Blocks Multiplier" = 1.0
1208 #Bottle o' enchanting will drop this more XP. Experience is still affected by 'Global Experience Multiplier'
1209 #Can be set to 0 to make Bottle o' enchanting drop no bonus experience
1210 #Range: 0 ~ 512
1211 "Bottle o' Enchanting Bonus XP" = 20
1212
1213 [Experience."Dropped Experience".Mobs]
1214 #Experience dropped from mobs that come from spawners will be multiplied by this multiplier.
1215 #Experience dropped by mobs from spawners are still affected by 'Global Experience Multiplier'
1216 #Can be set to 0 to disable experience drop from mob that come from spawners.
1217 #Range: 0.0 ~ 128.0
1218 "Multiplier: Spawners" = 0.0
1219 #Experience dropped from mobs that DON'T come from spawners will be multiplied by this multiplier.
1220 #Experience dropped from mobs that DON'T come from spawners is still affected by 'Global Experience Multiplier'
1221 #Can be set to 0 to disable experience drop from mob that DON'T come from spawners.
1222 #Range: 0.0 ~ 128.0
1223 "Multiplier: Natural" = 1.0
1224 #Vanilla mobs drop 1~4 xp per equipment they have.
1225 #Range: > 0
1226 "Bonus experience per equipment" = 2
1227 #This is added to 'Bonus experience per equipment'.
1228 #Range: > 0
1229 "Bonus experience per equipment if enchanted" = 2
1230
1231 #Experience gained from harvesting Honey or Honeycombs from beehives
1232 [Experience."Dropped Experience"."Honey Harvest Experience"]
1233 #Range: 0.0 ~ 1.7976931348623157E308
1234 Minimum = 1.0
1235 #Range: 0.0 ~ 1.7976931348623157E308
1236 Maximum = 4.0
1237
1238 #Experience obtained when cows or mooshrooms are milked or stewed. This only works if Fluid Cooldown is enabled.
1239 [Experience."Dropped Experience"."Milk xp"]
1240 #Range: 0.0 ~ 1.7976931348623157E308
1241 Minimum = 2.0
1242 #Range: 0.0 ~ 1.7976931348623157E308
1243 Maximum = 5.0
1244
1245 #Experience obtained when shearing sheep.
1246 [Experience."Dropped Experience"."Shear xp"]
1247 #Range: 0.0 ~ 1.7976931348623157E308
1248 Minimum = 1.0
1249 #Range: 0.0 ~ 1.7976931348623157E308
1250 Maximum = 1.0
1251
1252[Combat]
1253 #Adds a new attribute that deals bonus damage that bypasses armor
1254 "Enable Piercing damage" = true
1255 #Change armor and toughness formula
1256 "Enable Armor Rework" = true
1257 "Enable Snowballs" = true
1258 #Adds a new attribute to add regenerating absorption hearts to the player.
1259 "Enable Regenerating Absorption" = true
1260 #Armor gives regenerating absorption and regen absorption speed instead of armor and toughness
1261 "Enable Absorption Armor" = true
1262 #Rework critical hits to be a chance to happen instead of damage on jump. Also the chance and bonus damage are now an attribute. By default critical_chance is 0 and can increase with the Critical enchantment and critical_damage is 0.5 (+50%).
1263 "Enable Critical Rework" = true
1264 #Bows, crossbows and short bows
1265 "Enable Bows" = true
1266 #Players will deal reduced knockback if attacking with a non-weapon or spamming. Knockback reductions are defined via Data Packs with Item Definitions (the item_stats integrated data pack already does this)
1267 "Enable Knockback" = true
1268 "Enable Misc Stats" = true
1269 #Players be left with half a heart when too much damage that would kill them is dealt (only works for damage taken from mobs)
1270 "Enable Unfair one-shot" = true
1271 #Less invincibility frames and none with arrows.
1272 "Enable Attack invincibility" = true
1273 #Apply attribute modifiers to players. Attributes can be added in the json config of this feature's folder. Changing attribute modifiers requires player rejoin
1274 "Enable Player Stats" = true
1275 #Players are able to hit mobs through no collision blocks like grass or torches. This is really wonky, use Cut Through by Fuzs
1276 "Enable Swing Through Grass" = false
1277 "Enable Shields+ Integration" = true
1278
1279 #Change armor and toughness formula
1280 [Combat."Armor Rework"]
1281 #Vanilla formula is 'damage * (1 - ((MIN(20, MAX(armor / 5, armor - ((4 * damage) / (toughness + 8)))))) / 25))'
1282 "Damage Reduction formula" = "damage * (1 - 1.5 * (armor / (armor + 20)))"
1283
1284 [Combat.Snowballs]
1285 #Snowballs deal this amount of damage.
1286 #Range: 0.0 ~ 100.0
1287 Damage = 0.5
1288 #Snowballs fill freeze entities for this amount of ticks.
1289 #Range: > 0
1290 "Freezing Ticks" = 30
1291 #If true, freezing stacks each hit.
1292 "Freezing Stacks" = true
1293
1294 #Adds a new attribute to add regenerating absorption hearts to the player.
1295 [Combat."Regenerating Absorption"]
1296 #Ticks that must pass from the last hit to regen absorption hearts. This is affected by regenerating absorption speed (absorp regen speed * this)
1297 #Range: > 0
1298 "Un-damaged time to regen" = 50
1299 #Min Un-damaged time to regen
1300 #Range: > 0
1301 "Un-damaged time to regen cap" = 60
1302 #The amount of regenerating absorption hearts cannot go over the entity's current health.
1303 "Cap to health" = true
1304 #How fast will absorption hearts decay when higher than the current maximum.
1305 #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
1306 "Decay Speed" = 0.1
1307 #If true, absorption hearts will not shield from damages in the bypasses_armor damage type tag.
1308 "Absorbing bypasses_armor damage only" = true
1309 #If true, a sound is played when the absorption is damaged.
1310 "Sound on absorption hurt" = true
1311 #(Client only) If true, regenerating absorption hearts are rendered on the right instead on top of hearts.
1312 "Render on the right" = false
1313
1314 #Rework critical hits to be a chance to happen instead of damage on jump. Also the chance and bonus damage are now an attribute. By default critical_chance is 0 and can increase with the Critical enchantment and critical_damage is 0.5 (+50%).
1315 [Combat."Critical Rework"]
1316 #iguanatweaksreborn:critical_chance increase per level of Critical enchantment.
1317 #Range: -1.0 ~ 1.0
1318 "Enchantment Chance" = 0.1
1319 #iguanatweaksreborn:critical_damage increase per level of Critical enchantment.
1320 #Range: -1.0 ~ 1.0
1321 "Enchantment Damage" = 0.3
1322
1323 #Bows, crossbows and short bows
1324 [Combat.Bows]
1325 #If true, Arrows from Bows and Crossbows will no longer deal more damage when fully charged.
1326 "Disable Critical Arrows bonus damage" = true
1327 #If true, arrows will deal float damage instead of being rounded up.
1328 "Float point damage" = true
1329 #Multiplies arrow's damage by this value. (this doesn't affect mobs arrows)
1330 #Range: 0.0 ~ 10.0
1331 "Damage Multiplier" = 0.65
1332 #Changes bows accuracy. Vanilla is 1.0
1333 #Range: 0.0 ~ 10.0
1334 "Bow Inaccuracy" = 1.0
1335 #Speed at which arrows are shot from crossbows. Vanilla is 3.15
1336 #Range: 0.0 ~ 10.0
1337 "Crossbow velocity" = 2.25
1338 #If true, crossbows will have an innate Piercing ability
1339 "Piercing Crossbow" = true
1340 #Changes crossbows accuracy. Vanilla is 1.0
1341 #Range: 0.0 ~ 10.0
1342 "Crossbow Inaccuracy" = 0.2
1343
1344 #Players will deal reduced knockback if attacking with a non-weapon or spamming. Knockback reductions are defined via Data Packs with Item Definitions (the item_stats integrated data pack already does this)
1345 [Combat.Knockback]
1346 #Percentage knockback dealt if the player is using an item that doesn't have the attack damage attribute. Broken items from the Items module count as No Weapon
1347 #Range: 0.0 ~ 1.0
1348 "No Weapon Penalty" = 0.35
1349 #Percentage knockback dealt if the player is attacking when the attack is not fully charged.
1350 #Range: 0.0 ~ 1.0
1351 "Spam Penalty" = 0.35
1352 #Percentage knockback dealt by arrows.
1353 #Range: 0.0 ~ 1.0
1354 "Projectile Knockback" = 0.7
1355
1356 [Combat."Misc Stats"]
1357 #Vanilla tooltips on gear don't sum up multiple modifiers (e.g. a sword would have "4 Attack Damage" and "-2 Attack Damage" instead of "2 Attack Damage". This might break other mods messing with these Tooltips (e.g. Quark's improved tooltips)
1358 "Fix tooltips" = true
1359 #Changes Strength and Weakness +/-3 damage per level to +/-20% damage per level. (Requires a Minecraft restart)
1360 "Better strength and weakness" = true
1361 #Changes Mining fatigue and haste to no longer affects attack speed. (Requires a Minecraft restart)
1362 "Better haste/mining fatigue" = true
1363 #Changes Healing potions to work like pre 1.6.1 by healing 3 health per level
1364 "Better healing potion" = true
1365 #If enabled, tools will not take 2 damage when used to hurt entities
1366 "1 damage for tools attacking" = true
1367 #Rework Sweeping attack. Sweeping is no longer on swords, instead it's on hoes. Also, the sweeping attack deals full damage and the Sweeping Edge enchantment increases the range. This also replaces the vanilla sweeping edge enchantment with a new one that can be applied to hoes instead of swords.
1368 "Sweeping overhaul" = true
1369
1370 #Players be left with half a heart when too much damage that would kill them is dealt (only works for damage taken from mobs)
1371 [Combat."Unfair one-shot"]
1372 #A list of effects to give when Unfair One Shot triggers, separated by semi-colons
1373 Effects = "minecraft:resistance,50,4;minecraft:resistance,100,3;minecraft:resistance,150,1"
1374 #If true, an animation is played on activation
1375 Animation = true
1376
1377 #Less invincibility frames and none with arrows.
1378 [Combat."Attack invincibility"]
1379 #If true less invincibility frames are applied to mobs only if using an item with attack speed modifier
1380 "Invincibility frames based off attack speed" = true
1381 #If true, a data pack is enabled that makes Arrows and magic damage ignore invincibility frames.
1382 "Arrows and magic ignore invincibility frames" = true
1383
1384 #Apply attribute modifiers to players. Attributes can be added in the json config of this feature's folder. Changing attribute modifiers requires player rejoin
1385 [Combat."Player Stats"]
1386 #In vanilla, if you attack as soon as you just attacked you already deal 20% of the full damage. This changes that to 0%.
1387 "No damage when spamming" = true
1388
1389 [Combat."Shields+ Integration"]
1390 #Rebalances shields to fit the other mods' changes
1391 "Shields+ Compat DataPack" = true
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