#Should Quark treat anything with 'shulker_box' in its item identifier as a shulker box?
"Interpret Shulker Box Like Blocks"=true
#Set to true if you need to find the class name for a screen that's causing problems
"Print Screen Classnames"=false
#A list of screens that can accept quark's buttons. Use "Print Screen Classnames" to find the names of any others you'd want to add.
"Allowed Screens"=[]
#If set to true, the 'Allowed Screens' option will work as a Blacklist rather than a Whitelist. WARNING: Use at your own risk as some mods may not support this.
"Use Screen List Blacklist"=false
#If 'true' and TerraBlender is present, Quark will add a TerraBlender region. The region will contain vanilla biomes and the Glimmering Weald.
"Terrablender Add Region"=true
#Quark will set this weight for its TerraBlender region.
"Terrablender Region Weight"=1
#If 'true', Quark will modify the `minecraft:overworld` MultiNoiseBiomeSourceParameterList preset, even when Terrablender is installed.
#This will have various knock-on effects but might make the Weald more common, or appear closer to modded biomes. Who knows?
"Terrablender Modify Vanilla Anyway"=false
#Set to false to disable the popup message telling you that you can config quark in the q menu
"Enable Onboarding"=true
#The amount of slots the chest button system should seek when trying to figure out if a container should be eligible for them.
"Chest Button Slot Target"=27
#Set this to false to not generate the Quark Programmer Art resource pack
"Generate Programmer Art"=true
[general.chest_button_offsets]
"Player X"=0
"Player Y"=0
"Top X"=0
"Top Y"=0
"Middle X"=0
"Middle Y"=0
[categories]
automation=true
building=true
management=true
tools=true
tweaks=true
world=true
mobs=true
client=true
experimental=true
oddities=true
[automation]
"Chains Connect Blocks"=true
Chute=true
Crafter=true
"Dispensers Place Blocks"=true
"Ender Watcher"=true
"Feeding Trough"=true
Gravisand=true
"Iron Rod"=true
"Metal Buttons"=true
"Obsidian Plate"=true
"Pistons Move Tile Entities"=true
"Redstone Randomizer"=true
[automation.crafter]
#Setting this to true will change the Crafter to use Emi's original design instead of Mojang's.
#Emi's design allows only one item per slot, instead of continuing to fill it round robin.
#If this is enabled, Allow Items While Powered should also be set to false for the full design.
"Use Emi Logic"=false
#Set to false to allow items to be inserted into the Crafter even while it's powered.
#Set to false to refrain from registering any behaviors for blocks that have optional dispense behaviors already set.
#An optional behavior is one that will defer to the generic dispense item behavior if its condition fails.
#e.g. the Shulker Box behavior is optional, because it'll throw out the item if it fails, whereas TNT is not optional.
#If true, it'll attempt to use the previous behavior before trying to place the block in the world.
#Requires a game restart to re-apply.
"Wrap Existing Behaviors"=true
[automation.feeding_trough]
#How long, in game ticks, between animals being able to eat from the trough
#Allowed values: [1,)
Cooldown=30
#The maximum amount of animals allowed around the trough's range for an animal to enter love mode
"Max Animals"=32
#The chance (between 0 and 1) for an animal to enter love mode when eating from the trough
#Allowed values: (0,1]
"Love Chance"=0.333333333
Range=10.0
#Chance that an animal decides to look for a through. Closer it is to 1 the more performance it will take. Decreasing will make animals take longer to find one
#You can turn this on to force the feature to be loaded even if the above mods are also loaded.
"Ignore Anti Overlap"=false
[building.variant_chests]
"Enable Reverting Wooden Chests"=true
"Replace Worldgen Chests"=true
#Chests to put in structures. It's preferred to use worldgen tags for this. The format per entry is "structure=chest", where "structure" is a structure ID, and "chest" is a block ID, which must correspond to a standard chest block.
"Structure Chests"=[]
#This feature disables itself if any of the following mods are loaded:
# - woodworks
#This is done to prevent content overlap.
#You can turn this on to force the feature to be loaded even if the above mods are also loaded.
"Ignore Anti Overlap"=false
[building.variant_ladders]
"Change Names"=true
#This feature disables itself if any of the following mods are loaded:
#When enabled, Efficiency VI Diamond and Netherite pickaxes can instamine Deepslate when under Haste 2
"Deepslate Tweak"=true
"Deepslate Tweak Needs Haste2"=true
#Master Librarians will offer to exchange Ancient Tomes, provided you give them a max-level Enchanted Book of the Tome's enchantment too.
"Librarians Exchange Ancient Tomes"=true
#Applying a tome will also randomly curse your item
"Curse Gear"=false
#Allows combining tomes with normal books
"Combine With Books"=true
#Whether a sanity check is performed on the valid enchantments. If this is turned off, enchantments such as Silk Touch will be allowed to generate Ancient Tomes, if explicitly added to the Valid Enchantments.
"Sanity Check"=true
[tools.beacon_redirection]
"Horizontal Move Limit"=64
"Allow Tinted Glass Transparency"=true
[tools.bottled_cloud]
"Cloud Level Bottom"=191
"Cloud Level Top"=196
[tools.color_runes]
"Dungeon Weight"=10
"Nether Fortress Weight"=8
"Jungle Temple Weight"=8
"Desert Temple Weight"=8
"Item Quality"=0
[tools.endermosh_music_disc]
"Play Endermosh During Enderdragon Fight"=false
"Add To End City Loot"=true
"Loot Weight"=5
"Loot Quality"=1
[tools.parrot_eggs]
#The chance feeding a parrot will produce an egg
Chance=0.05
#How long it takes to create an egg
"Egg Time"=12000
"Enable Special Awesome Parrot"=true
[tools.pathfinder_maps]
#In this section you can add custom Pathfinder Maps. This works for both vanilla and modded biomes.
# - <id> being the biome's ID NAME. You can find vanilla names here - https://minecraft.wiki/w/Biome#Biome_IDs
# - <level> being the Cartographer villager level required for the map to be unlockable
# - <min_price> being the cheapest (in Emeralds) the map can be
# - <max_price> being the most expensive (in Emeralds) the map can be
# - <color> being a hex color (without the #) for the map to display. You can generate one here - https://htmlcolorcodes.com/
#Here's an example of a map to locate Ice Mountains:
#minecraft:ice_mountains,2,8,14,7FE4FF
Customs=[]
#Set to false to make it so the default quark Pathfinder Map Built-In don't get added, and only the custom ones do
"Apply Default Trades"=true
#How many steps in the search should the Pathfinder's Quill do per tick? The higher this value, the faster it'll find a result, but the higher chance it'll lag the game while doing so
"Pathfinders Quill Speed"=32
#Experimental. Determines if quills should be multithreaded instead. Will ignore quill speed. This could drastically improve performance as it execute the logic off the main thread ideally causing no lag at all
"Multi Threaded"=true
#Allows retrying after a pathfinder quill fails to find a biome nearby. Turn off if you think its op
"Allow Retrying"=true
"Search Radius"=6400
"Xp From Trade"=5
"Add To Cartographer"=true
"Add To Wandering Trader Forced"=true
"Add To Wandering Trader Generic"=false
"Add To Wandering Trader Rare"=false
"Draw Hud"=true
"Hud On Top"=false
[tools.pickarang]
"Enable Flamerang"=true
#Set this to true to use the recipe without the Heart of Diamond, even if the Heart of Diamond is enabled.
"Never Use Heart Of Diamond"=false
[tools.pickarang.pickarang]
#How long it takes before the Pickarang starts returning to the player if it doesn't hit anything.
Timeout=20
#Pickarang harvest level. 2 is Iron, 3 is Diamond, 4 is Netherite.
"Harvest Level"=3
#Pickarang durability. Set to -1 to have the Pickarang be unbreakable.
Durability=800
#Pickarang max hardness breakable. 22.5 is ender chests, 25.0 is monster boxes, 50 is obsidian. Most things are below 5.
"Max Hardness"=20.0
#How much damage the Pickarang deals when swung as an item
"Attack Damage"=2
#How many ticks do you have to wait between using the pickarang again
Cooldown=10
#Whether this pickarang type can act as a hoe.
"Can Act As Hoe"=false
#Whether this pickarang type can act as a shovel.
"Can Act As Shovel"=true
#Whether this pickarang type can act as an axe.
"Can Act As Axe"=true
[tools.pickarang.flamerang]
#How long it takes before the Pickarang starts returning to the player if it doesn't hit anything.
Timeout=20
#Pickarang harvest level. 2 is Iron, 3 is Diamond, 4 is Netherite.
"Harvest Level"=4
#Pickarang durability. Set to -1 to have the Pickarang be unbreakable.
Durability=1040
#Pickarang max hardness breakable. 22.5 is ender chests, 25.0 is monster boxes, 50 is obsidian. Most things are below 5.
"Max Hardness"=20.0
#How much damage the Pickarang deals when swung as an item
"Attack Damage"=3
#How many ticks do you have to wait between using the pickarang again
Cooldown=10
#Whether this pickarang type can act as a hoe.
"Can Act As Hoe"=false
#Whether this pickarang type can act as a shovel.
"Can Act As Shovel"=true
#Whether this pickarang type can act as an axe.
"Can Act As Axe"=true
[tools.seed_pouch]
"Max Items"=640
"Show All Variants In Creative"=true
"Shift Range"=3
#Allow putting bone meal into the Seed Pouch (or anything else in the tag 'quark:seed_pouch_fertilizers')
"Allow Fertilizer"=true
"Fertilizer Shift Range"=3
[tools.skull_pikes]
"Pike Range"=5.0
[tools.torch_arrow]
"Extinguish On Miss"=false
[tools.trowel]
#Amount of blocks placed is this value + 1.
#Set to 0 to make the Trowel unbreakable
#Allowed values: [0,)
"Trowel Max Durability"=0
[tweaks]
"Armed Armor Stands"=true
"Automatic Recipe Unlock"=true
"Beach Villagers"=true
"Better Elytra Rocket"=true
"Campfires Boost Elytra"=true
"Compasses Work Everywhere"=true
"Coral On Cactus"=true
"Diamond Repair"=true
"Double Door Opening"=true
"Dragon Scales"=true
"Dyeable Item Frames"=true
Emotes=true
"Enhanced Ladders"=true
"Glass Shard"=true
"Gold Tools Have Fortune"=true
"Grab Chickens"=true
"Hoe Harvesting"=true
"Horses Swim"=true
"Improved Sponges"=true
"Lock Rotation"=true
"Magma Keeps Concrete Powder"=true
"Map Washing"=true
"More Banner Layers"=true
"More Note Block Sounds"=true
"No Durability On Cosmetics"=true
"Pat The Dogs"=true
"Petals On Water"=true
"Pig Litters"=true
"Poison Potato Usage"=true
"Reacharound Placing"=true
"Renewable Spore Blossoms"=true
"Replace Scaffolding"=true
"Safer Creatures"=true
"Shulker Packing"=true
"Simple Harvest"=true
"Slabs To Blocks"=true
"Slimes To Magma Cubes"=true
"Snow Golem Player Heads"=true
"Utility Recipes"=true
"Vexes Die With Their Masters"=true
"Villagers Follow Emeralds"=true
"Zombie Villagers On Normal"=true
[tweaks.automatic_recipe_unlock]
#A list of recipe names that should NOT be added in by default
"Ignored Recipes"=[]
"Force Limited Crafting"=false
"Disable Recipe Book"=false
#If enabled, advancements granting recipes will be stopped from loading, potentially reducing the lagspike on first world join.
"Filter Recipe Advancements"=true
#This feature disables itself if any of the following mods are loaded:
# - nerb
#This is done to prevent content overlap.
#You can turn this on to force the feature to be loaded even if the above mods are also loaded.
"Ignore Anti Overlap"=false
[tweaks.campfires_boost_elytra]
"Boost Strength"=0.5
"Max Speed"=1.0
[tweaks.compasses_work_everywhere]
"Enable Compass Nerf"=true
"Enable Clock Nerf"=true
"Enable Nether"=true
"Enable End"=true
[tweaks.diamond_repair]
#List of changes to apply to repair items, format is "<item>=<repair_item>" as seen in the defualt.
#Multiple repair items can be applied for the same base item, and as long as at least one is provided, any vanilla option will be removed.
#To use multiple items, comma separate them (e.g. "minecraft:diamond_sword=minecraft:diamond,minecraft:emerald")If you want the vanilla option back, you must add it again manually.
#Even if `petAllMobs` is not set, these mobs can be pet
"Pettable Allowlist"=[]
[tweaks.pig_litters]
#Allowed values: [1,)
"Min Pig Litter Size"=2
#Allowed values: [1,)
"Max Pig Litter Size"=3
"Pigs Eat Golden Carrots"=true
#Allowed values: [0,)
"Min Golden Carrot Boost"=0
#Allowed values: [0,)
"Max Golden Carrot Boost"=2
[tweaks.poison_potato_usage]
Chance=0.1
"Poison Effect"=true
[tweaks.reacharound_placing]
#Allowed values: [0,1]
Leniency=0.5
Whitelist=[]
Blacklist=[]
[tweaks.renewable_spore_blossoms]
"Bone Meal Chance"=0.2
[tweaks.replace_scaffolding]
#How many times the algorithm for finding out where a block would be placed is allowed to turn. If you set this to large values (> 3) it may start producing weird effects.
"Max Bounces"=1
[tweaks.safer_creatures]
#How many blocks should be subtracted from the rabbit fall height when calculating fall damage. 5 is the same value as vanilla frogs
"Height Reduction"=5.0
"Enable Slime Fall Damage Removal"=true
[tweaks.simple_harvest]
#Can players harvest crops with empty hand clicks?
"Empty Hand Harvest"=true
#Does harvesting crops with a hoe cost durability?
"Harvesting Costs Durability"=false
#Should Quark look for(nonvanilla) crops, and handle them?
"Do Harvesting Search"=true
#Should villagers use simple harvest instead of breaking crops?
"Villagers Use Simple Harvest"=true
#Which crops can be harvested?
#Format is: "harvestState[,afterHarvest]", i.e. "minecraft:wheat[age=7]" or "minecraft:cocoa[age=2,facing=north],minecraft:cocoa[age=0,facing=north]"
#Can other stone-like materials be used for crafting stone tools?
"Better Stone Tool Crafting"=true
#Can a dispenser be crafted by adding a bow to a dropper?
"Enable Dispenser"=true
#Can a repeater be crafted with the pattern for a redstone torch?
"Enable Repeater"=true
#Can you craft a minecart around blocks which can be placed inside?
"Enable Minecarts"=true
#Can you craft a boat around a chest to directly make a chest boat?
"Enable Chest Boats"=true
#Can you craft four chests at once using logs?
"Logs To Chests"=true
#Can Coral be crafted into dye?
"Coral To Dye"=true
#Can cookies, paper, and bread be crafted in a 2x2 crafting table?
"Bent Recipes"=true
#Can Rotten Flesh and Poisonous Potatoes be composted?
"Compostable Toxins"=true
#Does Dragon Breath return a bottle when used as a reagent or material?
"Effective Dragon Breath"=true
#Can torches can be used as fuel in furnaces?
"Torches Burn"=true
#Can bones be smelted down to bone meal?
"Bone Meal Utility"=true
#Can Charcoal be crafted into Black Dye?
"Charcoal To Black Dye"=true
#Can two Logs be used instead of a Chest to make a Hopper?
"Easy Hopper"=true
#Can two Logs be used to craft 16 sticks?
"Easy Sticks"=true
#Can raw ore blocks be smelted, taking 9x the time a normal item?
"Smelt Raw Ore Blocks"=true
[world]
"Ancient Wood"=true
"Azalea Wood"=true
"Big Stone Clusters"=true
"Blossom Trees"=true
"Chorus Vegetation"=true
Corundum=true
"Fairy Rings"=true
"Fallen Logs"=true
"Glimmering Weald"=true
"Monster Box"=true
"Nether Obsidian Spikes"=true
"New Stone Types"=true
"No More Lava Pockets"=true
Permafrost=true
"Spiral Spires"=true
[world.ancient_wood]
"Ancient Fruit Gives Exp"=true
#Allowed values: [1,)
"Ancient Fruit Exp Value"=10
#Set to a value other than 0 to enable Ancient City loot chest generation (8 recommended if you do)
#Allowed values: [0,)
"Ancient City Loot Weight"=0
#Allowed values: [0,)
"Ancient City Loot Quality"=1
#Set to 0 to disable sniffer sniffing. The vanilla loot table has every entry at weight 1, so without editing it, it's impossible to make the sapling more rare
#Allowed values: [0,)
"Sniffing Loot Weight"=1
#Allowed values: [0,)
"Sniffing Loot Quality"=0
[world.azalea_wood]
#This feature disables itself if any of the following mods are loaded:
# - caverns_and_chasms
#This is done to prevent content overlap.
#You can turn this on to force the feature to be loaded even if the above mods are also loaded.
"Ignore Anti Overlap"=false
[world.big_stone_clusters]
#Blocks that stone clusters can replace. If you want to make it so it only replaces in one dimension,
#do "block|dimension", as we do for netherrack and end stone by default.
"Blocks To Replace"=["minecraft:stone","minecraft:andesite","minecraft:diorite","minecraft:granite","minecraft:netherrack|minecraft:the_nether","minecraft:end_stone|minecraft:the_end","quark:marble","quark:limestone","quark:jasper","quark:slate"]
[world.big_stone_clusters.calcite]
Enabled=true
#Allowed values: [0,)
Rarity=4
"Min Y Level"=20
"Max Y Level"=80
#Allowed values: [0,)
"Horizontal Size"=14
#Allowed values: [0,)
"Vertical Size"=14
#Allowed values: [0,)
"Horizontal Variation"=9
#Allowed values: [0,)
"Vertical Variation"=9
[world.big_stone_clusters.calcite.dimensions]
"Is Blacklist"=false
Dimensions=["minecraft:overworld"]
[world.big_stone_clusters.calcite.biomes]
#Biome tags for which this should spawn in. Must match both this and 'biomes' to spawn.
[world.big_stone_clusters.calcite.biomes.tags]
"Biome Tags"=["minecraft:is_mountain"]
"Is Blacklist"=false
#Biome names this should spawn in. Must match both this and 'types' to spawn.
[world.big_stone_clusters.calcite.biomes.biomes]
Biomes=[]
"Is Blacklist"=true
[world.big_stone_clusters.limestone]
Enabled=true
#Allowed values: [0,)
Rarity=4
"Min Y Level"=20
"Max Y Level"=80
#Allowed values: [0,)
"Horizontal Size"=14
#Allowed values: [0,)
"Vertical Size"=14
#Allowed values: [0,)
"Horizontal Variation"=9
#Allowed values: [0,)
"Vertical Variation"=9
[world.big_stone_clusters.limestone.dimensions]
"Is Blacklist"=false
Dimensions=["minecraft:overworld"]
[world.big_stone_clusters.limestone.biomes]
#Biome tags for which this should spawn in. Must match both this and 'biomes' to spawn.
#Biome tags for which this should spawn in. Must match both this and 'biomes' to spawn.
[world.blossom_trees.orange.biome_config.tags]
"Biome Tags"=["minecraft:is_savanna"]
"Is Blacklist"=false
#Biome names this should spawn in. Must match both this and 'types' to spawn.
[world.blossom_trees.orange.biome_config.biomes]
Biomes=[]
"Is Blacklist"=true
[world.blossom_trees.yellow]
Rarity=200
[world.blossom_trees.yellow.dimensions]
"Is Blacklist"=false
Dimensions=["minecraft:overworld"]
[world.blossom_trees.yellow.biome_config]
#Biome tags for which this should spawn in. Must match both this and 'biomes' to spawn.
[world.blossom_trees.yellow.biome_config.tags]
"Biome Tags"=["forge:is_plains"]
"Is Blacklist"=false
#Biome names this should spawn in. Must match both this and 'types' to spawn.
[world.blossom_trees.yellow.biome_config.biomes]
Biomes=[]
"Is Blacklist"=true
[world.blossom_trees.red]
Rarity=30
[world.blossom_trees.red.dimensions]
"Is Blacklist"=false
Dimensions=["minecraft:overworld"]
[world.blossom_trees.red.biome_config]
#Biome tags for which this should spawn in. Must match both this and 'biomes' to spawn.
[world.blossom_trees.red.biome_config.tags]
"Biome Tags"=["minecraft:is_badlands"]
"Is Blacklist"=false
#Biome names this should spawn in. Must match both this and 'types' to spawn.
[world.blossom_trees.red.biome_config.biomes]
Biomes=[]
"Is Blacklist"=true
[world.chorus_vegetation]
Rarity=150
Radius=7
"Chunk Attempts"=120
"Highlands Chance"=1.0
"Midlands Chance"=0.2
"Other End Biomes Chance"=0.0
"Passive Teleport Chance"=0.2
"Endermite Spawn Chance"=0.01
"Teleport Duplication Chance"=0.01
[world.corundum]
#Allowed values: [0,1]
"Crystal Chance"=0.16
#Allowed values: [0,1]
"Crystal Cluster Chance"=0.2
#Allowed values: [0,1]
"Crystal Cluster On Sides Chance"=0.6
#Allowed values: [0,1]
"Double Crystal Chance"=0.2
#The chance that a crystal can grow, this is on average 1 in X world ticks, set to a higher value to make them grow slower. Minimum is 1, for every tick. Set to 0 to disable growth.
"Cave Crystal Growth Chance"=5
"Crystals Craft Runes"=true
"Enable Collateral Movement"=true
[world.corundum.generation_settings]
#Allowed values: [0,)
Rarity=400
"Min Y Level"=0
"Max Y Level"=64
#Allowed values: [0,)
"Horizontal Size"=36
#Allowed values: [0,)
"Vertical Size"=14
#Allowed values: [0,)
"Horizontal Variation"=8
#Allowed values: [0,)
"Vertical Variation"=6
[world.corundum.generation_settings.dimensions]
"Is Blacklist"=false
Dimensions=["minecraft:overworld"]
[world.corundum.generation_settings.biomes]
#Biome tags for which this should spawn in. Must match both this and 'biomes' to spawn.
[world.corundum.generation_settings.biomes.tags]
"Biome Tags"=["minecraft:is_ocean"]
"Is Blacklist"=true
#Biome names this should spawn in. Must match both this and 'types' to spawn.
#The chance for the monster box generator to try and place one in a chunk. 0 is 0%, 1 is 100%
#This can be higher than 100% if you want multiple per chunk.
"Chance Per Chunk"=0.2
"Min Y"=-50
"Max Y"=0
"Min Mob Count"=5
"Max Mob Count"=8
"Enable Extra Loot Table"=true
"Activation Range"=2.5
#How many blocks to search vertically from a position before trying to place a block. Higher means you'll get more boxes in open spaces.
"Search Range"=15
[world.monster_box.dimensions]
"Is Blacklist"=false
Dimensions=["minecraft:overworld"]
[world.nether_obsidian_spikes]
#The chance for a chunk to contain spikes (1 is 100%, 0 is 0%)
"Chance Per Chunk"=0.1
#The chance for a spike to be big (1 is 100%, 0 is 0%)
"Big Spike Chance"=0.03
#Should a chunk have spikes, how many would the generator try to place
"Tries Per Chunk"=4
"Big Spike Spawners"=true
[world.nether_obsidian_spikes.dimensions]
"Is Blacklist"=false
Dimensions=["minecraft:the_nether"]
[world.new_stone_types]
"Enable Limestone"=true
"Enable Jasper"=true
"Enable Shale"=true
"Enable Myalite"=true
"Add New Stones To Mason Trades"=true
[world.new_stone_types.limestone]
[world.new_stone_types.limestone.dimensions]
"Is Blacklist"=false
Dimensions=["minecraft:overworld"]
[world.new_stone_types.limestone.oregen_lower]
#Allowed values: [-64,320]
"Min Height"=0
#Allowed values: [-64,320]
"Max Height"=60
#Allowed values: [0,)
"Cluster Size"=64
#Can be a positive integer or a fractional value betweeen 0 and 1. If integer, it spawns that many clusters. If fractional, it has that chance to spawn a single cluster. Set exactly zero to not spawn at all.
#Allowed values: [0,)
"Cluster Count"=2.0
[world.new_stone_types.limestone.oregen_upper]
#Allowed values: [-64,320]
"Min Height"=64
#Allowed values: [-64,320]
"Max Height"=128
#Allowed values: [0,)
"Cluster Size"=64
#Can be a positive integer or a fractional value betweeen 0 and 1. If integer, it spawns that many clusters. If fractional, it has that chance to spawn a single cluster. Set exactly zero to not spawn at all.
#Allowed values: [0,)
"Cluster Count"=0.1666666
[world.new_stone_types.jasper]
[world.new_stone_types.jasper.dimensions]
"Is Blacklist"=false
Dimensions=["minecraft:overworld"]
[world.new_stone_types.jasper.oregen_lower]
#Allowed values: [-64,320]
"Min Height"=0
#Allowed values: [-64,320]
"Max Height"=60
#Allowed values: [0,)
"Cluster Size"=64
#Can be a positive integer or a fractional value betweeen 0 and 1. If integer, it spawns that many clusters. If fractional, it has that chance to spawn a single cluster. Set exactly zero to not spawn at all.
#Allowed values: [0,)
"Cluster Count"=2.0
[world.new_stone_types.jasper.oregen_upper]
#Allowed values: [-64,320]
"Min Height"=64
#Allowed values: [-64,320]
"Max Height"=128
#Allowed values: [0,)
"Cluster Size"=64
#Can be a positive integer or a fractional value betweeen 0 and 1. If integer, it spawns that many clusters. If fractional, it has that chance to spawn a single cluster. Set exactly zero to not spawn at all.
#Allowed values: [0,)
"Cluster Count"=0.1666666
[world.new_stone_types.shale]
[world.new_stone_types.shale.dimensions]
"Is Blacklist"=false
Dimensions=["minecraft:overworld"]
[world.new_stone_types.shale.oregen_lower]
#Allowed values: [-64,320]
"Min Height"=0
#Allowed values: [-64,320]
"Max Height"=60
#Allowed values: [0,)
"Cluster Size"=64
#Can be a positive integer or a fractional value betweeen 0 and 1. If integer, it spawns that many clusters. If fractional, it has that chance to spawn a single cluster. Set exactly zero to not spawn at all.
#Allowed values: [0,)
"Cluster Count"=2.0
[world.new_stone_types.shale.oregen_upper]
#Allowed values: [-64,320]
"Min Height"=64
#Allowed values: [-64,320]
"Max Height"=128
#Allowed values: [0,)
"Cluster Size"=64
#Can be a positive integer or a fractional value betweeen 0 and 1. If integer, it spawns that many clusters. If fractional, it has that chance to spawn a single cluster. Set exactly zero to not spawn at all.
#Allowed values: [0,)
"Cluster Count"=0.1666666
[world.new_stone_types.myalite]
[world.new_stone_types.myalite.dimensions]
"Is Blacklist"=false
Dimensions=["minecraft:the_end"]
[world.new_stone_types.myalite.oregen_lower]
#Allowed values: [-64,320]
"Min Height"=0
#Allowed values: [-64,320]
"Max Height"=60
#Allowed values: [0,)
"Cluster Size"=64
#Can be a positive integer or a fractional value betweeen 0 and 1. If integer, it spawns that many clusters. If fractional, it has that chance to spawn a single cluster. Set exactly zero to not spawn at all.
#Allowed values: [0,)
"Cluster Count"=2.0
[world.new_stone_types.myalite.oregen_upper]
#Allowed values: [-64,320]
"Min Height"=64
#Allowed values: [-64,320]
"Max Height"=128
#Allowed values: [0,)
"Cluster Size"=64
#Can be a positive integer or a fractional value betweeen 0 and 1. If integer, it spawns that many clusters. If fractional, it has that chance to spawn a single cluster. Set exactly zero to not spawn at all.
#Allowed values: [0,)
"Cluster Count"=0.1666666
[world.permafrost]
[world.permafrost.generation_settings]
#Allowed values: [0,)
Rarity=2
"Min Y Level"=105
"Max Y Level"=140
#Allowed values: [0,)
"Horizontal Size"=72
#Allowed values: [0,)
"Vertical Size"=15
#Allowed values: [0,)
"Horizontal Variation"=22
#Allowed values: [0,)
"Vertical Variation"=4
[world.permafrost.generation_settings.dimensions]
"Is Blacklist"=false
Dimensions=["minecraft:overworld"]
[world.permafrost.generation_settings.biomes]
#Biome tags for which this should spawn in. Must match both this and 'biomes' to spawn.
#Biome names this should spawn in. Must match both this and 'types' to spawn.
[mobs.toretoise.spawn_config.biomes.biomes]
Biomes=[]
"Is Blacklist"=true
[mobs.wraith]
#List of sound sets to use with wraiths.
#Three sounds must be provided per entry, separated by | (in the format idle|hurt|death). Leave blank for no sound (i.e. if a mob has no ambient noise)
#Sets the name of the shader to load on a regular basis. This can load any shader the Camera module can (and requires the Camera module enabled to apply said logic).
#Some useful shaders include 'desaturate', 'oversaturate', 'bumpy'
#Colorblind simulation shaders are available in the form of 'deuteranopia', 'protanopia', 'tritanopia', and 'achromatopsia'
Shader="none"
[experimental.spawner_replacer]
#Mobs to be replaced with other mobs.
#Format is: "mob1,mob2", i.e. "minecraft:spider,minecraft:skeleton"
"Replace Mobs"=[]
#Allows placing variant blocks automatically via a selector menu triggered from a keybind
[experimental.variant_selector]
#Set this to true to automatically convert any dropped variant items into their originals. Do this ONLY if you intend to take control of every recipe via a data pack or equivalent, as this will introduce dupes otherwise.
"Convert Variant Items"=false
#Enable the hammer, allowing variants to be swapped between eachother, including the original block. Do this ONLY under the same circumstances as Convert Variant Items.
"Enable Hammer"=false
"Show Tooltip"=true
"Align Hud To Hotbar"=false
"Show Simple Hud"=false
"Show Hud"=true
"Enable Green Tint"=true
"Override Held Item Render"=true
"Hud Offset X"=0
"Hud Offset Y"=0
#When true, selector arrow will render in same style as crosshair
"Render Like Cross Hair"=true
#Uses smaller arrow icon for variant selector overlay
"Smaller Arrow"=false
[experimental.variant_selector.variants]
#The list of all variant types available for players to use. Values are treated as suffixes to block IDs for scanning.
#Prefix any variant type with ! to make it show up for Manual Variants but not be automatically scanned for. (e.g. '!polish')
#By default, only a mod's namespace is scanned for variants for its items (e.g. if coolmod adds coolmod:fun_block, it'll search only for coolmod:fun_block_stairs).
# Mods in this list are also scanned for variants if none are found in itself (e.g. if quark is in the list and coolmod:fun_block_stairs doesn't exist, it'll try to look for quark:fun_block_stairs next)
"Tested Mods"=["quark"]
"Print Variant Map To Log"=false
#Format is 'alias=original' in each value (e.g. 'wall=fence' means that a failed search for, minecraft:cobblestone_fence will try cobblestone_wall next)
Aliases=["carpet=slab","pane=fence"]
#Ends of block IDs to try and remove when looking for variants. (e.g. minecraft:oak_planks goes into minecraft:oak_stairs, so we have to include '_planks' in this list for it to find them or else it'll only look for minecraft:oak_planks_stairs)
#Add manual variant overrides here, the format is 'type,block,output' (e.g. polish,minecraft:stone_bricks,minecraft:chiseled_stone_bricks). The type must be listed in Variant Types
"Manual Variants"=[]
# A list of block IDs and mappings to be excluded from variant selection.
#To exclude a block from being turned into other blocks, just include the block ID (e.g. minecraft:cobblestone).
#To exclude a block from having other blocks turned into it, suffix it with = (e.g. =minecraft:cobblestone_stairs)
#To exclude a specific block->variant combination, put = between the two (e.g. minecraft:cobblestone=minecraft:cobblestone_stairs)
#An array of influences that other blocks should apply.
#Format is: "blockstate;strength;color;enchantments", i.e. "minecraft:sea_pickle[pickles=1,waterlogged=false];1;#008000;minecraft:aqua_affinity,minecraft:depth_strider,minecraft:riptide" (etc) or "minecraft:anvil[facing=north];#808080;-minecraft:thorns,minecraft:unbreaking" (etc)
"States To Influences"=[]
#Set to false to disable the ability to influence enchantment outcomes with candles
"Allow Influencing"=true
#The max amount of candles that can influence a single enchantment
"Influence Max"=4
#How much each candle influences an enchantment. This works as a multiplier to its weight
"Influence Power"=0.125
#If you set this to false, the vanilla Enchanting Table will no longer automatically convert to the Matrix Enchanting table. You'll have to add a recipe for the Matrix Enchanting Table to make use of this.
"Automatically Convert"=true
[oddities.pipes]
#How long it takes for an item to cross a pipe. Bigger = slower.
"Pipe Speed"=5
#Set to 0 if you don't want pipes to have a max amount of items
"Max Pipe Items"=16
#When items eject or are absorbed by pipes, should they make sounds?
"Do Pipes Whoosh"=true
"Enable Encased Pipes"=true
"Render Pipe Items"=true
"Emit Vibrations"=true
[oddities.tiny_potato]
#Set this to true to use the recipe without the Heart of Diamond, even if the Heart of Diamond is enabled.
"Never Use Heart Of Diamond"=false
#This feature disables itself if any of the following mods are loaded:
# - botania
#This is done to prevent content overlap.
#You can turn this on to force the feature to be loaded even if the above mods are also loaded.
"Ignore Anti Overlap"=false
[oddities.totem_of_holding]
#Set this to false to remove the behaviour where totems destroy themselves if the player dies again.
"Dark Souls Mode"=true
#Totem will always spawn if the player killer is themselves.
"Spawn Totem on PVP Kill"=false
#Set this to true to make it so that if a totem is destroyed, the items it holds are destroyed alongside it rather than dropped
"Destroy Lost Items"=false
#Set this to false to only allow the owner of a totem to collect its items rather than any player