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feat: new configs

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Jozef Steinhübl 2024-06-16 23:05:01 +02:00
parent 628a5ba617
commit 04b38c69a2
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97 changed files with 10452 additions and 436 deletions

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#Grab villagers, overridden by Storm_Tornado_grabPlayersOnly
Storm_Tornado_grabVillagers = true
#Tear up blocks from the ground based on conditions defined
Storm_Tornado_grabBlocks = true
Storm_Tornado_grabBlocks = false
#Grab entity items, overridden by Storm_Tornado_grabPlayersOnly
Storm_Tornado_grabItems = false
#Grab blocks based on how well a diamond axe can mine the block, so mostly wooden blocks

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:alpha_grove
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:ancient_delta
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:arid_mountains
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:ashen_woodland
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:autumnal_maple_forest
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:bamboo_forest
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:baobab_savanna
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:barley_fields
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:bayou
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:bioshroom_caves
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:blackstone_basin
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:blackwood_taiga
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:boreal_taiga
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:chalk_cliffs
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:clover_plains
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:cold_boreal_taiga
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:cold_deciduous_forest
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:cold_river
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:deciduous_forest
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:dry_bushland
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:eucalyptus_forest
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:fen
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:flower_fields
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:frozen_pine_taiga
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:frozen_tundra
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:fungal_fen
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:glistering_meadow
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:golden_boreal_taiga
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:grassland
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:grassy_beach
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:gravel_beach
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:highland_fields
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:hyacinth_deeps
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:icy_heights
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:infernal_holt
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:joshua_desert
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:magnolia_woodland
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:maple_forest
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:marsh
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:mauve_hills
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:mountains
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:muddy_river
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:mycotoxic_undergrowth
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:old_growth_bayou
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:orchard
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:outback
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:pine_slopes
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:pine_taiga
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:poppy_fields
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:prairie
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:prismachasm
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:pumpkin_fields
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:rainforest
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:redstone_abyss
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:redstone_caves
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:redwoods
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:rocky_meadow
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:rocky_reef
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:saguaro_desert
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:scorching_caves
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:shrubland
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:silver_birch_forest
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:sparse_rainforest
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:sparse_redwoods
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:spires
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:steppe
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:temperate_grove
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:towering_cliffs
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:tropical_river
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:tropics
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

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# Configuration file
Biome {
# Biome registry name [default: ]
S:name=regions_unexplored:willow_forest
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
carbon {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 191]
I:concentrationAltitude=191
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.2]
S:motionVelocity=0.2
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
dust {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: NEVER]
S:chunkPollutionInfluence=NEVER
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: -65]
I:concentrationAltitude=-65
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.1]
S:motionVelocity=0.1
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}
sulfur {
# Defines whether wind affects this pollutant or not. [default: true]
B:affectedByWind=true
# Determines when this pollutant affects the pollution level of the chunk it is in.
# Possible values:
# ALWAYS - always affects regardless of position.
# CLOUD - affects only when it is part of a cloud at the specified height (see concentrationAltitude).
# NEVER - never affects chunk pollution level.
# [default: CLOUD]
S:chunkPollutionInfluence=CLOUD
# The height that pollutant blocks will try to reach and build up at.
# If set to a value beyond the building height limit [-64, 319], pollution will not build up and will eventually disappear. [range: -2147483648 ~ 2147483647, default: 190]
I:concentrationAltitude=190
# The amount of pollution at which all negative effects will be maximized. [range: 0 ~ 8192, default: 512]
I:criticalAmount=512
# If true, all pollution that exceeds the criticalAmount will gradually dissipate [default: false]
B:dissipateExcessive=false
# Emission rate for this pollutant. [range: 0.0 ~ 1.0, default: 1.0]
S:emissionRate=1.0
# Motion velocity of the pollutant. [range: 0.0 ~ 1.0, default: 0.15]
S:motionVelocity=0.15
# Syntax: minSize-maxSize, rarity, persistence
# Size (in blocks) - randomly selected between specified bounds for each cloud
# Rarity (in chunks) - a pollution cloud will be generated once every X chunks
# Persistence (true/false) - if true, clouds will not gradually dissipate as a result of being affected by underlying blocks or wind
# [default: 0-0, 0, false]
S:pregeneratedClouds=0-0, 0, false
}

View file

@ -1,5 +1,5 @@
{
"auroral_garden_enabled": true,
"auroral_garden_enabled": false,
"bayou_enabled": true,
"bog_enabled": true,
"clover_patch_enabled": true,
@ -62,4 +62,4 @@
"wetland_enabled": true,
"withered_abyss_enabled": true,
"woodland_enabled": true
}
}

View file

@ -5,4 +5,4 @@
"cloth_config": "cloth-config2",
"playeranimator": "player-animator"
}
}
}

View file

@ -0,0 +1,20 @@
#Configuration file for Enhanced Block Entities
#Sun Jun 16 21:07:50 CEST 2024
decorated_pot_ao=false
sign_ao=false
render_enhanced_signs=true
bell_ao=true
shulker_box_ao=false
experimental_signs=true
chest_ao=false
sign_text_rendering=smart
render_enhanced_decorated_pots=true
experimental_chests=true
christmas_chests=allowed
bed_ao=false
render_enhanced_chests=true
render_enhanced_beds=true
render_enhanced_shulker_boxes=true
experimental_beds=true
render_enhanced_bells=true
force_resource_pack_compat=false

View file

@ -41,6 +41,31 @@
[types.wood_type.meadow]
pine = true
[types.wood_type.regions_unexplored]
alpha = true
baobab = true
blackwood = true
blue_bioshroom = true
brimwood = true
cobalt = true
cypress = true
dead = true
eucalyptus = true
green_bioshroom = true
joshua = true
kapok = true
larch = true
magnolia = true
maple = true
mauve = true
palm = true
pine = true
pink_bioshroom = true
redwood = true
socotra = true
willow = true
yellow_bioshroom = true
[types.leaves_type]
[types.leaves_type.biomesoplenty]
@ -95,6 +120,39 @@
[types.leaves_type.meadow]
pine = true
[types.leaves_type.regions_unexplored]
bamboo = true
golden_larch = true
alpha = true
apple_oak = true
baobab = true
blackwood = true
magnolia = true
cypress = true
dead = true
dead_pine = true
eucalyptus = true
flowering = true
kapok = true
larch = true
maple = true
mauve = true
orange_maple = true
palm = true
pine = true
blue_magnolia = true
pink_magnolia = true
redwood = true
red_maple = true
brimwood = true
enchanted_birch = true
small_oak = true
silver_birch = true
socotra = true
white_magnolia = true
willow = true
ashen = true
#Disables specific entries
[entries]
@ -137,6 +195,9 @@
stripped_post = true
ladder = true
[entries.wood_type.regions_unexplored]
branch = true
[entries.leaves_type]
[entries.leaves_type.quark]

View file

@ -1,5 +1,5 @@
#Hard disable entire modules. Use at your own risk and don't ask for support if you use this
#Sat Jun 15 23:20:33 CEST 2024
#Sun Jun 16 22:13:38 CEST 2024
farmersdelight=true
decorative_blocks=true
quark=true

View file

@ -1,5 +1,5 @@
#Indigo properties file
#Sat Jun 15 23:20:31 CEST 2024
#Sun Jun 16 22:13:37 CEST 2024
fix-mean-light-calculation=auto
debug-compare-lighting=auto
fix-exterior-vertex-lighting=auto

View file

@ -0,0 +1,26 @@
# Configuration file
Biome {
# Biome registry name [default: biomesoplenty:cold_desert]
S:name=biomesoplenty:cold_desert
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
Wind {
# Defines probability of wind strength and direction change in percentage. [range: 0.0 ~ 100.0, default: 1.0]
S:changeProbability=1.0
# Defines how fast the wind changes. [range: 0.0 ~ 1.0, default: 0.15]
S:changeStep=0.15
# Defines maximum wind strength. [range: 0 ~ 30, default: 10]
I:maxStrength=10
}

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@ -0,0 +1,26 @@
# Configuration file
Biome {
# Biome registry name [default: biomesoplenty:highland]
S:name=biomesoplenty:highland
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
Wind {
# Defines probability of wind strength and direction change in percentage. [range: 0.0 ~ 100.0, default: 1.0]
S:changeProbability=1.0
# Defines how fast the wind changes. [range: 0.0 ~ 1.0, default: 0.15]
S:changeStep=0.15
# Defines maximum wind strength. [range: 0 ~ 30, default: 10]
I:maxStrength=10
}

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@ -0,0 +1,26 @@
# Configuration file
Biome {
# Biome registry name [default: biomesoplenty:mediterranean_forest]
S:name=biomesoplenty:mediterranean_forest
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
Wind {
# Defines probability of wind strength and direction change in percentage. [range: 0.0 ~ 100.0, default: 1.0]
S:changeProbability=1.0
# Defines how fast the wind changes. [range: 0.0 ~ 1.0, default: 0.15]
S:changeStep=0.15
# Defines maximum wind strength. [range: 0 ~ 30, default: 10]
I:maxStrength=10
}

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@ -0,0 +1,26 @@
# Configuration file
Biome {
# Biome registry name [default: biomesoplenty:rocky_shrubland]
S:name=biomesoplenty:rocky_shrubland
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
Wind {
# Defines probability of wind strength and direction change in percentage. [range: 0.0 ~ 100.0, default: 1.0]
S:changeProbability=1.0
# Defines how fast the wind changes. [range: 0.0 ~ 1.0, default: 0.15]
S:changeStep=0.15
# Defines maximum wind strength. [range: 0 ~ 30, default: 10]
I:maxStrength=10
}

View file

@ -0,0 +1,26 @@
# Configuration file
Biome {
# Biome registry name [default: biomesoplenty:seasonal_forest]
S:name=biomesoplenty:seasonal_forest
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
Wind {
# Defines probability of wind strength and direction change in percentage. [range: 0.0 ~ 100.0, default: 1.0]
S:changeProbability=1.0
# Defines how fast the wind changes. [range: 0.0 ~ 1.0, default: 0.15]
S:changeStep=0.15
# Defines maximum wind strength. [range: 0 ~ 30, default: 10]
I:maxStrength=10
}

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@ -0,0 +1,26 @@
# Configuration file
Biome {
# Biome registry name [default: minecraft:mangrove_swamp]
S:name=minecraft:mangrove_swamp
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
Wind {
# Defines probability of wind strength and direction change in percentage. [range: 0.0 ~ 100.0, default: 1.0]
S:changeProbability=1.0
# Defines how fast the wind changes. [range: 0.0 ~ 1.0, default: 0.15]
S:changeStep=0.15
# Defines maximum wind strength. [range: 0 ~ 30, default: 10]
I:maxStrength=10
}

View file

@ -0,0 +1,26 @@
# Configuration file
Biome {
# Biome registry name [default: regions_unexplored:boreal_taiga]
S:name=regions_unexplored:boreal_taiga
}
Config {
# If set to False, parameters from this config will not be used. [default: false]
B:enabled=false
}
Wind {
# Defines probability of wind strength and direction change in percentage. [range: 0.0 ~ 100.0, default: 1.0]
S:changeProbability=1.0
# Defines how fast the wind changes. [range: 0.0 ~ 1.0, default: 0.15]
S:changeStep=0.15
# Defines maximum wind strength. [range: 0 ~ 30, default: 10]
I:maxStrength=10
}

View file

@ -0,0 +1,49 @@
[alchemist]
#Does this illager take part in village raids.
participate_in_raids = true
[sorcerer]
#Does this illager take part in village raids.
participate_in_raids = true
[illusioner]
#Does this illager take part in village raids.
participate_in_raids = true
[basher]
#Does this illager take part in village raids.
participate_in_raids = true
[necromancer]
#Does this illager take part in village raids.
participate_in_raids = true
[inquisitor]
#Does this illager take part in village raids.
participate_in_raids = true
[provoker]
#Does this illager take part in village raids.
participate_in_raids = true
[archivist]
#Does this illager take part in village raids.
participate_in_raids = true
[marauder]
#Does this illager take part in village raids.
participate_in_raids = true
[invoker]
#Show a yellow boss bar when fighting an invoker.
invoker_boss_bar = true
[general]
#Will platinum armor trims provide special effects to the player depending on the piece of armor they are applied to.
#Helmet: More experience from killing mobs.
#Chestplate: Faster block breaking speed when using an incorrect or no tool.
#Leggings: Slower hunger drain when performaing actions.
#Boots: Farmland can no longer be trampled.
platinum_trim_effects = true

View file

@ -1,6 +1,6 @@
#Iron Chests Default Files
#Setting a value will recopy the default files.
#Sat Jun 15 23:20:32 CEST 2024
#Sun Jun 16 22:13:38 CEST 2024
barrels=true
chests=true
chest_upgrades=true

View file

@ -60,10 +60,10 @@ Every Compat
Naturalist
Critters and Companions
Fish of Thieves
Ender Zoology
[Let's Do] Meadow
Aether Delight
Alex's Mobs
Alexs Mobs Interaction
Enchanting Infuser
Structure Gel API
Illager Invasion
Regions Unexplored

View file

@ -0,0 +1 @@
T:{Count:1b,id:"meadow:inky_wool"}

View file

@ -1,8 +1,8 @@
#This file stores configuration options for Iris, such as the currently active shaderpack
#Sat Jun 15 23:20:30 CEST 2024
#Sun Jun 16 22:41:33 CEST 2024
colorSpace=SRGB
disableUpdateMessage=false
enableDebugOptions=false
maxShadowRenderDistance=32
maxShadowRenderDistance=10
shaderPack=PotatoShaders_v1.0d.zip
enableShaders=true
enableShaders=false

View file

@ -0,0 +1,119 @@
#Config for Regions Unexplored!
[region_configs]
#Enable this before changing the other region config files. If disabled, RU will use builtin biome placement.
toggle_custom_regions = false
#Sets Terrablender region weight for the primary region.
#Range: 0 ~ 2147483646
primary_region_weight = 11
#Sets Terrablender region weight for the secondary region.
#Range: 0 ~ 2147483646
secondary_region_weight = 8
#Sets Terrablender region weight for the rare region.
#Range: 0 ~ 2147483646
rare_region_weight = 1
#Sets Terrablender region weight for Nether region.
#Range: 0 ~ 2147483646
nether_region_weight = 14
[biome_toggles]
#overworld_biomes
toggle_alpha_grove = false
toggle_arid_mountains = true
toggle_smouldering_woodland = true
toggle_autumnal_maple_forest = true
toggle_bamboo_forest = true
toggle_baobab_savanna = true
toggle_barley_fields = true
toggle_bayou = true
toggle_blackwood_taiga = true
toggle_boreal_taiga = true
toggle_chalk_cliffs = true
toggle_clover_plains = true
toggle_cold_boreal_taiga = true
toggle_cold_deciduous_forest = true
toggle_cold_river = true
toggle_deciduous_forest = true
toggle_dry_bushland = true
toggle_eucalyptus_forest = true
toggle_fen = true
toggle_flower_field = true
toggle_frozen_pine_taiga = true
toggle_frozen_tundra = true
toggle_fungal_fen = true
toggle_golden_boreal_taiga = true
toggle_grassland = true
toggle_grassy_beach = true
toggle_gravel_beach = true
toggle_highland_fields = true
toggle_hyacinth_deeps = true
toggle_icy_desert = true
toggle_icy_heights = true
toggle_joshua_desert = true
toggle_magnolia_woodland = true
toggle_maple_forest = true
toggle_marsh = true
toggle_mauve_hills = true
toggle_meadow = true
toggle_mountains = true
toggle_muddy_river = true
toggle_old_growth_bayou = true
toggle_orchard = true
toggle_outback = true
toggle_pine_slopes = true
toggle_pine_taiga = true
toggle_poppy_fields = true
toggle_prairie = true
toggle_pumpkin_fields = true
toggle_rainforest = true
toggle_rocky_reef = true
toggle_redwoods = true
toggle_saguaro_desert = true
toggle_shrubland = true
toggle_silver_birch_forest = true
toggle_sparse_rainforest = true
toggle_sparse_redwoods = true
toggle_spires = true
toggle_steppe = true
toggle_temperate_grove = true
toggle_towering_cliffs = true
toggle_tropical_river = true
toggle_tropics = true
toggle_willow_forest = true
#cave_biomes
toggle_ancient_delta = true
toggle_bioshroom_caves = true
toggle_prismachasm = true
toggle_redstone_caves = true
toggle_scorching_caves = true
#nether_biomes
toggle_blackstone_basin = true
toggle_glistering_meadow = true
toggle_infernal_holt = true
toggle_mycotoxic_undergrowth = true
toggle_redstone_hell = true
[worldgen_options]
#surface_rules
toggle_custom_dirt = true
[client_options]
toggle_mauve_leaves_particles = true
toggle_blue_magnolia_leaves_particles = true
toggle_pink_magnolia_leaves_particles = true
toggle_white_magnolia_leaves_particles = true
toggle_red_maple_leaves_particles = true
toggle_orange_maple_leaves_particles = true
toggle_silver_birch_leaves_particles = true
toggle_enchanted_birch_leaves_particles = true
#block_color_options
#Sets Eucalyptus colour transition size. Bigger number = bigger distance between colours.
#Range: 0.0 ~ 200.0
eucalyptus_transition_size = 25.0
#Sets Eucalyptus colour saturation.
#Range: 0.0 ~ 1.0
eucalyptus_saturation = 0.5
#Sets Eucalyptus colour saturation.
#Range: 0.0 ~ 1.0
eucalyptus_brightness = 0.8

View file

@ -0,0 +1,333 @@
#Config for Regions Unexplored primary region!
#NOTICE: Make sure 'enable_custom_regions' is enabled in Common configs or this config will have no effect on generation!
#If you have custom regions enabled: to get future update biomes to spawn, you will either need to delete the config and let it regen, or add the new biomes manually.
[-----------------MIDDLE_BIOMES--------------------]
#icy_biomes
icy_arid = "regions_unexplored:frozen_tundra"
icy_dry = "regions_unexplored:frozen_tundra"
icy_neutral = "regions_unexplored:frozen_pine_taiga"
icy_wet = "regions_unexplored:cold_boreal_taiga"
icy_humid = "regions_unexplored:cold_boreal_taiga"
#cool_biomes
cool_arid = "regions_unexplored:pumpkin_fields"
cool_dry = "regions_unexplored:autumnal_maple_forest"
cool_neutral = "regions_unexplored:maple_forest"
cool_wet = "regions_unexplored:boreal_taiga"
cool_humid = "regions_unexplored:boreal_taiga"
#neutral_biomes
neutral_arid = "regions_unexplored:orchard"
neutral_dry = "regions_unexplored:shrubland"
neutral_neutral = "regions_unexplored:temperate_grove"
neutral_wet = "regions_unexplored:pine_taiga"
neutral_humid = "regions_unexplored:blackwood_taiga"
#warm_biomes
warm_arid = "regions_unexplored:barley_fields"
warm_dry = "regions_unexplored:prairie"
warm_neutral = "regions_unexplored:grassland"
warm_wet = "regions_unexplored:redwoods"
warm_humid = "regions_unexplored:redwoods"
#hot_biomes
hot_arid = "regions_unexplored:baobab_savanna"
hot_dry = "regions_unexplored:baobab_savanna"
hot_neutral = "regions_unexplored:saguaro_desert"
hot_wet = "regions_unexplored:outback"
hot_humid = "regions_unexplored:eucalyptus_forest"
[-----------------MIDDLE_BIOMES_VARIANT--------------------]
#icy_biomes
icy_arid = "regions_unexplored:frozen_pine_taiga"
icy_dry = "regions_unexplored:frozen_tundra"
icy_neutral = "regions_unexplored:frozen_tundra"
icy_wet = "regions_unexplored:cold_boreal_taiga"
icy_humid = "regions_unexplored:spires"
#cool_biomes
cool_arid = "regions_unexplored:autumnal_maple_forest"
cool_dry = "regions_unexplored:autumnal_maple_forest"
cool_neutral = "regions_unexplored:maple_forest"
cool_wet = "regions_unexplored:boreal_taiga"
cool_humid = "regions_unexplored:golden_boreal_taiga"
#neutral_biomes
neutral_arid = "regions_unexplored:orchard"
neutral_dry = "regions_unexplored:shrubland"
neutral_neutral = "regions_unexplored:temperate_grove"
neutral_wet = "regions_unexplored:pine_taiga"
neutral_humid = "regions_unexplored:blackwood_taiga"
#warm_biomes
warm_arid = "regions_unexplored:prairie"
warm_dry = "regions_unexplored:deciduous_forest"
warm_neutral = "regions_unexplored:grassland"
warm_wet = "regions_unexplored:redwoods"
warm_humid = "regions_unexplored:sparse_redwoods"
#hot_biomes
hot_arid = "regions_unexplored:baobab_savanna"
hot_dry = "regions_unexplored:baobab_savanna"
hot_neutral = "regions_unexplored:saguaro_desert"
hot_wet = "regions_unexplored:outback"
hot_humid = "regions_unexplored:eucalyptus_forest"
[-----------------PLATEAU_BIOMES--------------------]
#icy_biomes
icy_arid = "regions_unexplored:icy_heights"
icy_dry = "regions_unexplored:icy_heights"
icy_neutral = "regions_unexplored:icy_heights"
icy_wet = "regions_unexplored:icy_heights"
icy_humid = "regions_unexplored:cold_boreal_taiga"
#cool_biomes
cool_arid = "regions_unexplored:autumnal_maple_forest"
cool_dry = "regions_unexplored:autumnal_maple_forest"
cool_neutral = "regions_unexplored:maple_forest"
cool_wet = "regions_unexplored:boreal_taiga"
cool_humid = "regions_unexplored:boreal_taiga"
#neutral_biomes
neutral_arid = "regions_unexplored:highland_fields"
neutral_dry = "regions_unexplored:highland_fields"
neutral_neutral = "regions_unexplored:highland_fields"
neutral_wet = "regions_unexplored:highland_fields"
neutral_humid = "regions_unexplored:blackwood_taiga"
#warm_biomes
warm_arid = "regions_unexplored:barley_fields"
warm_dry = "regions_unexplored:deciduous_forest"
warm_neutral = "regions_unexplored:deciduous_forest"
warm_wet = "regions_unexplored:redwoods"
warm_humid = "regions_unexplored:redwoods"
#hot_biomes
hot_arid = "regions_unexplored:steppe"
hot_dry = "regions_unexplored:steppe"
hot_neutral = "regions_unexplored:saguaro_desert"
hot_wet = "regions_unexplored:eucalyptus_forest"
hot_humid = "regions_unexplored:eucalyptus_forest"
[-----------------PLATEAU_BIOMES_VARIANT--------------------]
#icy_biomes
icy_arid = "regions_unexplored:icy_heights"
icy_dry = "regions_unexplored:icy_heights"
icy_neutral = "regions_unexplored:icy_heights"
icy_wet = "regions_unexplored:icy_heights"
icy_humid = "regions_unexplored:spires"
#cool_biomes
cool_arid = "regions_unexplored:autumnal_maple_forest"
cool_dry = "regions_unexplored:autumnal_maple_forest"
cool_neutral = "regions_unexplored:maple_forest"
cool_wet = "regions_unexplored:boreal_taiga"
cool_humid = "regions_unexplored:golden_boreal_taiga"
#neutral_biomes
neutral_arid = "regions_unexplored:orchard"
neutral_dry = "regions_unexplored:highland_fields"
neutral_neutral = "regions_unexplored:temperate_grove"
neutral_wet = "regions_unexplored:pine_taiga"
neutral_humid = "regions_unexplored:blackwood_taiga"
#warm_biomes
warm_arid = "regions_unexplored:deciduous_forest"
warm_dry = "regions_unexplored:deciduous_forest"
warm_neutral = "regions_unexplored:deciduous_forest"
warm_wet = "regions_unexplored:redwoods"
warm_humid = "regions_unexplored:sparse_redwoods"
#hot_biomes
hot_arid = "regions_unexplored:steppe"
hot_dry = "regions_unexplored:steppe"
hot_neutral = "regions_unexplored:saguaro_desert"
hot_wet = "regions_unexplored:eucalyptus_forest"
hot_humid = "regions_unexplored:eucalyptus_forest"
[-----------------SHATTERED_BIOMES--------------------]
#icy_biomes
icy_arid = "regions_unexplored:icy_heights"
icy_dry = "regions_unexplored:icy_heights"
icy_neutral = "regions_unexplored:icy_heights"
icy_wet = "regions_unexplored:icy_heights"
icy_humid = "regions_unexplored:icy_heights"
#cool_biomes
cool_arid = "regions_unexplored:towering_cliffs"
cool_dry = "regions_unexplored:towering_cliffs"
cool_neutral = "regions_unexplored:towering_cliffs"
cool_wet = "regions_unexplored:towering_cliffs"
cool_humid = "regions_unexplored:towering_cliffs"
#neutral_biomes
neutral_arid = "regions_unexplored:towering_cliffs"
neutral_dry = "regions_unexplored:towering_cliffs"
neutral_neutral = "regions_unexplored:towering_cliffs"
neutral_wet = "regions_unexplored:towering_cliffs"
neutral_humid = "regions_unexplored:towering_cliffs"
#warm_biomes
warm_arid = "regions_unexplored:barley_fields"
warm_dry = "regions_unexplored:deciduous_forest"
warm_neutral = "regions_unexplored:deciduous_forest"
warm_wet = "regions_unexplored:sparse_redwoods"
warm_humid = "regions_unexplored:sparse_redwoods"
#hot_biomes
hot_arid = "regions_unexplored:steppe"
hot_dry = "regions_unexplored:steppe"
hot_neutral = "regions_unexplored:saguaro_desert"
hot_wet = "regions_unexplored:eucalyptus_forest"
hot_humid = "regions_unexplored:eucalyptus_forest"
[-----------------SLOPE_BIOMES--------------------]
#slope_biomes
icy_slope_biome = "minecraft:snowy_slopes"
cold_slope_biome = "minecraft:grove"
neutral_slope_biome = "regions_unexplored:pine_slopes"
warm_slope_biome = "regions_unexplored:deciduous_forest"
hot_slope_biome = "regions_unexplored:eucalyptus_forest"
#slope_biomes_variant
icy_slope_biome_variant = "regions_unexplored:cold_deciduous_forest"
cold_slope_biome_variant = "regions_unexplored:pine_slopes"
neutral_slope_biome_variant = "regions_unexplored:pine_slopes"
warm_slope_biome_variant = "regions_unexplored:deciduous_forest"
hot_slope_biome_variant = "regions_unexplored:eucalyptus_forest"
[-----------------PEAK_BIOMES--------------------]
#peak_biomes
icy_peak_biome = "minecraft:frozen_peaks"
cold_peak_biome = "minecraft:jagged_peaks"
neutral_peak_biome = "regions_unexplored:mountains"
warm_peak_biome = "minecraft:stony_peaks"
hot_peak_biome = "regions_unexplored:arid_mountains"
#peak_biomes_variant
icy_peak_biome_variant = "minecraft:jagged_peaks"
cold_peak_biome_variant = "regions_unexplored:mountains"
neutral_peak_biome_variant = "regions_unexplored:mountains"
warm_peak_biome_variant = "minecraft:stony_peaks"
hot_peak_biome_variant = "regions_unexplored:arid_mountains"
[-----------------RIVER_BIOMES--------------------]
#icy_biomes
icy_arid = "minecraft:frozen_river"
icy_dry = "minecraft:frozen_river"
icy_neutral = "minecraft:frozen_river"
icy_wet = "minecraft:frozen_river"
icy_humid = "regions_unexplored:cold_river"
#cool_biomes
cool_arid = "regions_unexplored:cold_river"
cool_dry = "regions_unexplored:cold_river"
cool_neutral = "regions_unexplored:muddy_river"
cool_wet = "regions_unexplored:muddy_river"
cool_humid = "regions_unexplored:muddy_river"
#neutral_biomes
neutral_arid = "minecraft:river"
neutral_dry = "minecraft:river"
neutral_neutral = "minecraft:river"
neutral_wet = "minecraft:river"
neutral_humid = "regions_unexplored:blackwood_taiga"
#warm_biomes
warm_arid = "minecraft:river"
warm_dry = "minecraft:river"
warm_neutral = "minecraft:river"
warm_wet = "minecraft:river"
warm_humid = "minecraft:river"
#hot_biomes
hot_arid = "minecraft:river"
hot_dry = "minecraft:river"
hot_neutral = "regions_unexplored:tropical_river"
hot_wet = "regions_unexplored:tropical_river"
hot_humid = "regions_unexplored:tropical_river"
[-----------------RIVER_BIOMES_VARIANT--------------------]
#icy_biomes
icy_arid = "minecraft:frozen_river"
icy_dry = "minecraft:frozen_river"
icy_neutral = "minecraft:frozen_river"
icy_wet = "minecraft:frozen_river"
icy_humid = "regions_unexplored:cold_river"
#cool_biomes
cool_arid = "regions_unexplored:cold_river"
cool_dry = "regions_unexplored:cold_river"
cool_neutral = "regions_unexplored:muddy_river"
cool_wet = "regions_unexplored:muddy_river"
cool_humid = "regions_unexplored:muddy_river"
#neutral_biomes
neutral_arid = "minecraft:river"
neutral_dry = "minecraft:river"
neutral_neutral = "minecraft:river"
neutral_wet = "minecraft:river"
neutral_humid = "regions_unexplored:blackwood_taiga"
#warm_biomes
warm_arid = "minecraft:river"
warm_dry = "minecraft:river"
warm_neutral = "minecraft:river"
warm_wet = "minecraft:river"
warm_humid = "minecraft:river"
#hot_biomes
hot_arid = "minecraft:river"
hot_dry = "minecraft:river"
hot_neutral = "regions_unexplored:tropical_river"
hot_wet = "regions_unexplored:tropical_river"
hot_humid = "regions_unexplored:tropical_river"
[-----------------SWAMP_BIOMES--------------------]
#icy_biomes
icy_arid = "regions_unexplored:spires"
icy_dry = "regions_unexplored:spires"
icy_neutral = "regions_unexplored:spires"
icy_wet = "regions_unexplored:spires"
icy_humid = "regions_unexplored:spires"
#cool_biomes
cool_arid = "regions_unexplored:fen"
cool_dry = "regions_unexplored:fen"
cool_neutral = "regions_unexplored:fen"
cool_wet = "regions_unexplored:fen"
cool_humid = "regions_unexplored:fen"
#neutral_biomes
neutral_arid = "regions_unexplored:old_growth_bayou"
neutral_dry = "regions_unexplored:bayou"
neutral_neutral = "regions_unexplored:bayou"
neutral_wet = "regions_unexplored:bayou"
neutral_humid = "regions_unexplored:old_growth_bayou"
#warm_biomes
warm_arid = "regions_unexplored:marsh"
warm_dry = "regions_unexplored:marsh"
warm_neutral = "regions_unexplored:marsh"
warm_wet = "regions_unexplored:marsh"
warm_humid = "regions_unexplored:marsh"
#hot_biomes
hot_arid = "regions_unexplored:fungal_fen"
hot_dry = "regions_unexplored:fungal_fen"
hot_neutral = "regions_unexplored:fungal_fen"
hot_wet = "regions_unexplored:fungal_fen"
hot_humid = "regions_unexplored:fungal_fen"
[-----------------OCEAN_BIOMES--------------------]
#deep_oceans
deep_icy = "regions_unexplored:hyacinth_deeps"
deep_cool = "minecraft:deep_cold_ocean"
deep_neutral = "minecraft:deep_ocean"
deep_warm = "minecraft:deep_lukewarm_ocean"
deep_hot = "minecraft:warm_ocean"
#oceans
icy = "minecraft:frozen_ocean"
cool = "minecraft:cold_ocean"
neutral = "minecraft:ocean"
warm = "minecraft:lukewarm_ocean"
hot = "regions_unexplored:rocky_reef"
[-----------------SHORE_BIOMES--------------------]
#beach_biomes
icy_beach_biome = "minecraft:snowy_beach"
cold_beach_biome = "regions_unexplored:gravel_beach"
neutral_beach_biome = "regions_unexplored:grassy_beach"
warm_beach_biome = "regions_unexplored:grassy_beach"
hot_beach_biome = "minecraft:beach"
#stone_beach_biomes
cold_stone_beach_biome = "minecraft:stony_shore"
hot_stone_beach_biome = "regions_unexplored:chalk_cliffs"
[-----------------UNDERGROUND_BIOMES--------------------]
cave_1_biome = "minecraft:lush_caves"
cave_2_biome = "minecraft:dripstone_caves"
cave_3_biome = "minecraft:deep_dark"
cave_4_biome = "regions_unexplored:bioshroom_caves"
cave_5_biome = "regions_unexplored:ancient_delta"
cave_6_biome = "regions_unexplored:prismachasm"
cave_7_biome = "regions_unexplored:redstone_caves"
cave_8_biome = "regions_unexplored:scorching_caves"
[-----------------ISLAND_BIOMES--------------------]
icy_island_biome = "regions_unexplored:alpha_grove"
cool_island_biome = "regions_unexplored:alpha_grove"
neutral_island_biome = "regions_unexplored:ashen_woodland"
warm_island_biome = "regions_unexplored:tropics"
hot_island_biome = "regions_unexplored:tropics"
[-----------------OTHER_BIOMES--------------------]
shattered_cliff_biome = "regions_unexplored:towering_cliffs"

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@ -0,0 +1,333 @@
#Config for Regions Unexplored secondary region!
#NOTICE: Make sure 'enable_custom_regions' is enabled in Common configs or this config will have no effect on generation!
#If you have custom regions enabled: to get future update biomes to spawn, you will either need to delete the config and let it regen, or add the new biomes manually.
[-----------------MIDDLE_BIOMES--------------------]
#icy_biomes
icy_arid = "regions_unexplored:frozen_tundra"
icy_dry = "regions_unexplored:frozen_tundra"
icy_neutral = "regions_unexplored:frozen_pine_taiga"
icy_wet = "regions_unexplored:cold_boreal_taiga"
icy_humid = "regions_unexplored:cold_boreal_taiga"
#cool_biomes
cool_arid = "regions_unexplored:poppy_fields"
cool_dry = "regions_unexplored:silver_birch_forest"
cool_neutral = "regions_unexplored:maple_forest"
cool_wet = "regions_unexplored:boreal_taiga"
cool_humid = "regions_unexplored:boreal_taiga"
#neutral_biomes
neutral_arid = "regions_unexplored:flower_fields"
neutral_dry = "regions_unexplored:rocky_meadow"
neutral_neutral = "regions_unexplored:willow_forest"
neutral_wet = "regions_unexplored:clover_plains"
neutral_humid = "regions_unexplored:blackwood_taiga"
#warm_biomes
warm_arid = "regions_unexplored:mauve_hills"
warm_dry = "regions_unexplored:rocky_meadow"
warm_neutral = "regions_unexplored:bamboo_forest"
warm_wet = "regions_unexplored:redwoods"
warm_humid = "regions_unexplored:redwoods"
#hot_biomes
hot_arid = "regions_unexplored:dry_bushland"
hot_dry = "regions_unexplored:dry_bushland"
hot_neutral = "regions_unexplored:joshua_desert"
hot_wet = "regions_unexplored:rainforest"
hot_humid = "regions_unexplored:rainforest"
[-----------------MIDDLE_BIOMES_VARIANT--------------------]
#icy_biomes
icy_arid = "regions_unexplored:frozen_pine_taiga"
icy_dry = "regions_unexplored:frozen_tundra"
icy_neutral = "regions_unexplored:frozen_tundra"
icy_wet = "regions_unexplored:cold_boreal_taiga"
icy_humid = "regions_unexplored:spires"
#cool_biomes
cool_arid = "regions_unexplored:poppy_fields"
cool_dry = "regions_unexplored:silver_birch_forest"
cool_neutral = "regions_unexplored:maple_forest"
cool_wet = "regions_unexplored:boreal_taiga"
cool_humid = "regions_unexplored:golden_boreal_taiga"
#neutral_biomes
neutral_arid = "regions_unexplored:flower_fields"
neutral_dry = "regions_unexplored:rocky_meadow"
neutral_neutral = "regions_unexplored:magnolia_woodland"
neutral_wet = "regions_unexplored:clover_plains"
neutral_humid = "regions_unexplored:blackwood_taiga"
#warm_biomes
warm_arid = "regions_unexplored:mauve_hills"
warm_dry = "regions_unexplored:rocky_meadow"
warm_neutral = "regions_unexplored:bamboo_forest"
warm_wet = "regions_unexplored:redwoods"
warm_humid = "regions_unexplored:sparse_redwoods"
#hot_biomes
hot_arid = "regions_unexplored:dry_bushland"
hot_dry = "regions_unexplored:dry_bushland"
hot_neutral = "regions_unexplored:joshua_desert"
hot_wet = "regions_unexplored:rainforest"
hot_humid = "regions_unexplored:sparse_rainforest"
[-----------------PLATEAU_BIOMES--------------------]
#icy_biomes
icy_arid = "regions_unexplored:icy_heights"
icy_dry = "regions_unexplored:icy_heights"
icy_neutral = "regions_unexplored:icy_heights"
icy_wet = "regions_unexplored:icy_heights"
icy_humid = "regions_unexplored:cold_boreal_taiga"
#cool_biomes
cool_arid = "regions_unexplored:poppy_fields"
cool_dry = "regions_unexplored:silver_birch_forest"
cool_neutral = "regions_unexplored:maple_forest"
cool_wet = "regions_unexplored:boreal_taiga"
cool_humid = "regions_unexplored:boreal_taiga"
#neutral_biomes
neutral_arid = "regions_unexplored:highland_fields"
neutral_dry = "regions_unexplored:highland_fields"
neutral_neutral = "regions_unexplored:highland_fields"
neutral_wet = "regions_unexplored:highland_fields"
neutral_humid = "regions_unexplored:blackwood_taiga"
#warm_biomes
warm_arid = "regions_unexplored:mauve_hills"
warm_dry = "regions_unexplored:magnolia_woodland"
warm_neutral = "regions_unexplored:magnolia_woodland"
warm_wet = "regions_unexplored:magnolia_woodland"
warm_humid = "regions_unexplored:redwoods"
#hot_biomes
hot_arid = "regions_unexplored:steppe"
hot_dry = "regions_unexplored:steppe"
hot_neutral = "regions_unexplored:joshua_desert"
hot_wet = "regions_unexplored:rainforest"
hot_humid = "regions_unexplored:rainforest"
[-----------------PLATEAU_BIOMES_VARIANT--------------------]
#icy_biomes
icy_arid = "regions_unexplored:icy_heights"
icy_dry = "regions_unexplored:icy_heights"
icy_neutral = "regions_unexplored:icy_heights"
icy_wet = "regions_unexplored:icy_heights"
icy_humid = "regions_unexplored:spires"
#cool_biomes
cool_arid = "regions_unexplored:poppy_fields"
cool_dry = "regions_unexplored:silver_birch_forest"
cool_neutral = "regions_unexplored:maple_forest"
cool_wet = "regions_unexplored:boreal_taiga"
cool_humid = "regions_unexplored:golden_boreal_taiga"
#neutral_biomes
neutral_arid = "regions_unexplored:highland_fields"
neutral_dry = "regions_unexplored:highland_fields"
neutral_neutral = "regions_unexplored:magnolia_woodland"
neutral_wet = "regions_unexplored:clover_plains"
neutral_humid = "regions_unexplored:blackwood_taiga"
#warm_biomes
warm_arid = "regions_unexplored:mauve_hills"
warm_dry = "regions_unexplored:magnolia_woodland"
warm_neutral = "regions_unexplored:magnolia_woodland"
warm_wet = "regions_unexplored:magnolia_woodland"
warm_humid = "regions_unexplored:sparse_redwoods"
#hot_biomes
hot_arid = "regions_unexplored:steppe"
hot_dry = "regions_unexplored:steppe"
hot_neutral = "regions_unexplored:joshua_desert"
hot_wet = "regions_unexplored:rainforest"
hot_humid = "regions_unexplored:sparse_rainforest"
[-----------------SHATTERED_BIOMES--------------------]
#icy_biomes
icy_arid = "regions_unexplored:icy_heights"
icy_dry = "regions_unexplored:icy_heights"
icy_neutral = "regions_unexplored:icy_heights"
icy_wet = "regions_unexplored:icy_heights"
icy_humid = "regions_unexplored:icy_heights"
#cool_biomes
cool_arid = "regions_unexplored:towering_cliffs"
cool_dry = "regions_unexplored:towering_cliffs"
cool_neutral = "regions_unexplored:towering_cliffs"
cool_wet = "regions_unexplored:towering_cliffs"
cool_humid = "regions_unexplored:towering_cliffs"
#neutral_biomes
neutral_arid = "regions_unexplored:towering_cliffs"
neutral_dry = "regions_unexplored:towering_cliffs"
neutral_neutral = "regions_unexplored:towering_cliffs"
neutral_wet = "regions_unexplored:towering_cliffs"
neutral_humid = "regions_unexplored:towering_cliffs"
#warm_biomes
warm_arid = "regions_unexplored:magnolia_woodland"
warm_dry = "regions_unexplored:magnolia_woodland"
warm_neutral = "regions_unexplored:magnolia_woodland"
warm_wet = "regions_unexplored:magnolia_woodland"
warm_humid = "regions_unexplored:sparse_redwoods"
#hot_biomes
hot_arid = "regions_unexplored:steppe"
hot_dry = "regions_unexplored:steppe"
hot_neutral = "regions_unexplored:joshua_desert"
hot_wet = "regions_unexplored:sparse_rainforest"
hot_humid = "regions_unexplored:sparse_rainforest"
[-----------------SLOPE_BIOMES--------------------]
#slope_biomes
icy_slope_biome = "minecraft:snowy_slopes"
cold_slope_biome = "minecraft:grove"
neutral_slope_biome = "regions_unexplored:pine_slopes"
warm_slope_biome = "regions_unexplored:magnolia_woodland"
hot_slope_biome = "regions_unexplored:rainforest"
#slope_biomes_variant
icy_slope_biome_variant = "regions_unexplored:cold_deciduous_forest"
cold_slope_biome_variant = "regions_unexplored:pine_slopes"
neutral_slope_biome_variant = "regions_unexplored:pine_slopes"
warm_slope_biome_variant = "regions_unexplored:magnolia_woodland"
hot_slope_biome_variant = "regions_unexplored:rainforest"
[-----------------PEAK_BIOMES--------------------]
#peak_biomes
icy_peak_biome = "minecraft:frozen_peaks"
cold_peak_biome = "minecraft:jagged_peaks"
neutral_peak_biome = "regions_unexplored:mountains"
warm_peak_biome = "minecraft:stony_peaks"
hot_peak_biome = "regions_unexplored:arid_mountains"
#peak_biomes_variant
icy_peak_biome_variant = "minecraft:jagged_peaks"
cold_peak_biome_variant = "regions_unexplored:mountains"
neutral_peak_biome_variant = "regions_unexplored:mountains"
warm_peak_biome_variant = "minecraft:stony_peaks"
hot_peak_biome_variant = "regions_unexplored:arid_mountains"
[-----------------RIVER_BIOMES--------------------]
#icy_biomes
icy_arid = "minecraft:frozen_river"
icy_dry = "minecraft:frozen_river"
icy_neutral = "minecraft:frozen_river"
icy_wet = "minecraft:frozen_river"
icy_humid = "minecraft:frozen_river"
#cool_biomes
cool_arid = "regions_unexplored:cold_river"
cool_dry = "regions_unexplored:cold_river"
cool_neutral = "regions_unexplored:cold_river"
cool_wet = "regions_unexplored:muddy_river"
cool_humid = "regions_unexplored:muddy_river"
#neutral_biomes
neutral_arid = "minecraft:river"
neutral_dry = "minecraft:river"
neutral_neutral = "minecraft:river"
neutral_wet = "minecraft:river"
neutral_humid = "minecraft:river"
#warm_biomes
warm_arid = "minecraft:river"
warm_dry = "minecraft:river"
warm_neutral = "minecraft:river"
warm_wet = "minecraft:river"
warm_humid = "minecraft:river"
#hot_biomes
hot_arid = "minecraft:river"
hot_dry = "minecraft:river"
hot_neutral = "regions_unexplored:tropical_river"
hot_wet = "regions_unexplored:tropical_river"
hot_humid = "regions_unexplored:tropical_river"
[-----------------RIVER_BIOMES_VARIANT--------------------]
#icy_biomes
icy_arid = "minecraft:frozen_river"
icy_dry = "minecraft:frozen_river"
icy_neutral = "minecraft:frozen_river"
icy_wet = "minecraft:frozen_river"
icy_humid = "minecraft:frozen_river"
#cool_biomes
cool_arid = "regions_unexplored:cold_river"
cool_dry = "regions_unexplored:cold_river"
cool_neutral = "regions_unexplored:cold_river"
cool_wet = "regions_unexplored:muddy_river"
cool_humid = "regions_unexplored:muddy_river"
#neutral_biomes
neutral_arid = "minecraft:river"
neutral_dry = "minecraft:river"
neutral_neutral = "minecraft:river"
neutral_wet = "minecraft:river"
neutral_humid = "minecraft:river"
#warm_biomes
warm_arid = "minecraft:river"
warm_dry = "minecraft:river"
warm_neutral = "minecraft:river"
warm_wet = "minecraft:river"
warm_humid = "minecraft:river"
#hot_biomes
hot_arid = "minecraft:river"
hot_dry = "minecraft:river"
hot_neutral = "regions_unexplored:tropical_river"
hot_wet = "regions_unexplored:tropical_river"
hot_humid = "regions_unexplored:tropical_river"
[-----------------SWAMP_BIOMES--------------------]
#icy_biomes
icy_arid = "regions_unexplored:spires"
icy_dry = "regions_unexplored:spires"
icy_neutral = "regions_unexplored:spires"
icy_wet = "regions_unexplored:spires"
icy_humid = "regions_unexplored:spires"
#cool_biomes
cool_arid = "regions_unexplored:fen"
cool_dry = "regions_unexplored:fen"
cool_neutral = "regions_unexplored:fen"
cool_wet = "regions_unexplored:fen"
cool_humid = "regions_unexplored:fen"
#neutral_biomes
neutral_arid = "regions_unexplored:old_growth_bayou"
neutral_dry = "regions_unexplored:bayou"
neutral_neutral = "regions_unexplored:bayou"
neutral_wet = "regions_unexplored:bayou"
neutral_humid = "regions_unexplored:old_growth_bayou"
#warm_biomes
warm_arid = "regions_unexplored:marsh"
warm_dry = "regions_unexplored:marsh"
warm_neutral = "regions_unexplored:marsh"
warm_wet = "regions_unexplored:marsh"
warm_humid = "regions_unexplored:marsh"
#hot_biomes
hot_arid = "regions_unexplored:fungal_fen"
hot_dry = "regions_unexplored:fungal_fen"
hot_neutral = "regions_unexplored:fungal_fen"
hot_wet = "regions_unexplored:fungal_fen"
hot_humid = "regions_unexplored:fungal_fen"
[-----------------OCEAN_BIOMES--------------------]
#deep_oceans
deep_icy = "regions_unexplored:hyacinth_deeps"
deep_cool = "minecraft:deep_cold_ocean"
deep_neutral = "minecraft:deep_ocean"
deep_warm = "minecraft:deep_lukewarm_ocean"
deep_hot = "minecraft:warm_ocean"
#oceans
icy = "minecraft:frozen_ocean"
cool = "minecraft:cold_ocean"
neutral = "minecraft:ocean"
warm = "minecraft:lukewarm_ocean"
hot = "regions_unexplored:rocky_reef"
[-----------------SHORE_BIOMES--------------------]
#beach_biomes
icy_beach_biome = "minecraft:snowy_beach"
cold_beach_biome = "regions_unexplored:gravel_beach"
neutral_beach_biome = "regions_unexplored:grassy_beach"
warm_beach_biome = "regions_unexplored:grassy_beach"
hot_beach_biome = "minecraft:beach"
#stone_beach_biomes
cold_stone_beach_biome = "minecraft:stony_shore"
hot_stone_beach_biome = "regions_unexplored:chalk_cliffs"
[-----------------UNDERGROUND_BIOMES--------------------]
cave_1_biome = "minecraft:lush_caves"
cave_2_biome = "minecraft:dripstone_caves"
cave_3_biome = "minecraft:deep_dark"
cave_4_biome = "regions_unexplored:bioshroom_caves"
cave_5_biome = "regions_unexplored:ancient_delta"
cave_6_biome = "regions_unexplored:prismachasm"
cave_7_biome = "regions_unexplored:redstone_caves"
cave_8_biome = "regions_unexplored:scorching_caves"
[-----------------ISLAND_BIOMES--------------------]
icy_island_biome = "regions_unexplored:alpha_grove"
cool_island_biome = "regions_unexplored:alpha_grove"
neutral_island_biome = "regions_unexplored:ashen_woodland"
warm_island_biome = "regions_unexplored:tropics"
hot_island_biome = "regions_unexplored:tropics"
[-----------------OTHER_BIOMES--------------------]
shattered_cliff_biome = "regions_unexplored:towering_cliffs"

View file

@ -43,6 +43,7 @@ exoticbirds\:entity.duck.hurt=true
supplementaries\:block.faucet.turn=true
minecraft\:entity.skeleton_horse.hurt=true
minecraft\:block.powder_snow.break=true
illagerinvasion\:entity.sorcerer.celebrate=true
alexsmobs\:music_disc_daze=true
minecraft\:entity.camel.eat=true
minecraft\:entity.mule.death=true
@ -50,6 +51,7 @@ alexsmobs\:cosmaw_idle=true
aether\:entity.mimic.attack=true
meadow\:buffalo_death=true
minecraft\:entity.magma_cube.hurt_small=true
illagerinvasion\:entity.invoker.big_cast=true
lost_aether_content\:block.songstone.use=true
alexsmobs\:roadrunner_meep=true
supplementaries\:block.sack.open=true
@ -84,7 +86,6 @@ minecraft\:music.menu=true
alexsmobs\:sugar_glider_hurt=true
alexsmobs\:orca_die=true
minecraft\:block.sculk_vein.place=true
enderzoology\:entity.owl_egg.throw=true
minecraft\:block.anvil.hit=true
minecraft\:entity.chicken.step=true
crittersandcompanions\:entity.sea_bunny.death=true
@ -130,6 +131,7 @@ minecraft\:entity.camel.death=true
minecraft\:entity.llama.chest=true
minecraft\:block.ladder.fall=true
minecraft\:block.candle.step=true
illagerinvasion\:entity.provoker.death=true
minecraft\:block.coral_block.break=true
minecraft\:block.soul_sand.step=true
alexsmobs\:crocodile_hurt=true
@ -182,6 +184,7 @@ exoticbirds\:entity.kookaburra.call=true
minecraft\:entity.dolphin.play=true
aether\:entity.sheepuff.shear=true
minecraft\:block.note_block.bit=true
illagerinvasion\:entity.invoker.summon_cast=true
minecraft\:block.sculk_sensor.fall=true
crittersandcompanions\:entity.leaf_insect.hurt=true
minecraft\:entity.villager.celebrate=true
@ -206,6 +209,7 @@ gtceu\:cooling=true
immersive_aircraft\:propeller_small=true
minecraft\:entity.skeleton_horse.jump_water=true
bettercombat\:staff_slash=true
illagerinvasion\:entity.sorcerer.idle=true
minecraft\:entity.zombie_villager.death=true
minecraft\:entity.horse.ambient=true
minecraft\:entity.villager.work_armorer=true
@ -254,6 +258,7 @@ naturalist\:entity.snake.hiss=true
minecraft\:block.netherite_block.break=true
aether\:item.armor.equip_sentry=true
minecraft\:block.note_block.cow_bell=true
illagerinvasion\:entity.sorcerer.complete_cast=true
minecraft\:block.iron_door.open=true
minecraft\:block.fungus.break=true
gtceu\:motor=true
@ -266,12 +271,14 @@ minecraft\:ambient.soul_sand_valley.additions=true
alexsmobs\:transmute_item=true
minecraft\:block.slime_block.place=true
minecraft\:block.sculk_vein.break=true
illagerinvasion\:entity.firecaller.cast=true
naturalist\:entity.duck.death=true
minecraft\:block.fire.ambient=true
alexsmobs\:giant_squid_hurt=true
aether\:entity.sheepuff.hurt=true
minecraft\:block.wooden_trapdoor.open=true
gtceu\:spray_can=true
illagerinvasion\:entity.provoker.hurt=true
fishofthieves\:entity.ancientscale.flop=true
minecraft\:entity.ravager.stunned=true
minecraft\:block.nether_wood.fall=true
@ -387,6 +394,7 @@ minecraft\:entity.iron_golem.repair=true
minecraft\:block.large_amethyst_bud.break=true
minecraft\:block.shulker_box.close=true
minecraft\:block.deepslate_bricks.place=true
illagerinvasion\:entity.surrendered.hurt=true
alexsmobs\:rattlesnake_hurt=true
minecraft\:entity.guardian.flop=true
minecraft\:entity.piglin_brute.ambient=true
@ -397,7 +405,6 @@ fishofthieves\:entity.wrecker.flop=true
minecraft\:entity.salmon.hurt=true
minecraft\:entity.spider.death=true
quark\:entity.stoneling.purr=true
enderzoology\:entity.dire_wolf.death=true
minecraft\:entity.turtle.shamble_baby=true
aether\:item.accessory.equip_ice_ring=true
alexsmobs\:april_fools_power_outage=true
@ -429,6 +436,7 @@ minecraft\:block.hanging_roots.hit=true
gtceu\:wrench=true
aether\:entity.valkyrie.hurt=true
minecraft\:block.moss_carpet.fall=true
illagerinvasion\:entity.firecaller.death=true
immersive_melodies\:bagpipe.c1=true
immersive_melodies\:bagpipe.c2=true
snowyspirit\:entity.sled=true
@ -623,6 +631,7 @@ minecraft\:block.weeping_vines.place=true
immersive_melodies\:lute.c7=true
immersive_melodies\:lute.c8=true
minecraft\:block.note_block.didgeridoo=true
illagerinvasion\:entity.invoker.completecast=true
quark\:pet.wire=true
minecraft\:entity.wandering_trader.trade=true
aether\:entity.aerbunny.hurt=true
@ -675,6 +684,7 @@ exoticbirds\:entity.phoenix.flame=true
minecraft\:entity.skeleton_horse.ambient=true
minecraft\:block.soul_soil.place=true
fishofthieves\:entity.battlegill.death=true
illagerinvasion\:entity.invoker.fangs=true
supplementaries\:block.present.break=true
minecraft\:block.wooden_button.click_on=true
minecraft\:block.shroomlight.break=true
@ -725,6 +735,7 @@ crittersandcompanions\:entity.leaf_insect.death=true
alexsmobs\:rocky_roller_hurt=true
doapi\:beer_elemental_attack=true
minecraft\:block.bamboo.hit=true
illagerinvasion\:entity.invoker.hurt=true
minecraft\:block.bamboo_wood_pressure_plate.click_off=true
supplementaries\:item.wrench.hit=true
minecraft\:item.trident.hit_ground=true
@ -780,9 +791,11 @@ minecraft\:entity.ravager.roar=true
minecraft\:block.note_block.imitate.ender_dragon=true
quark\:entity.foxhound.shake=true
aether\:item.armor.equip_zanite=true
illagerinvasion\:entity.surrendered.ambient=true
minecraft\:entity.blaze.hurt=true
naturalist\:item.bucket.fill_snail=true
alexsmobs\:caiman_idle=true
illagerinvasion\:entity.illager_brute.hurt=true
minecraft\:block.sniffer_egg.crack=true
minecraft\:entity.endermite.ambient=true
minecraft\:block.ancient_debris.step=true
@ -824,7 +837,7 @@ minecraft\:entity.phantom.swoop=true
minecraft\:entity.piglin_brute.death=true
minecraft\:entity.llama.death=true
minecraft\:entity.piglin.hurt=true
enderzoology\:entity.owl.hurt=true
illagerinvasion\:entity.surrendered.death=true
minecraft\:entity.parrot.imitate.phantom=true
minecraft\:music.overworld.lush_caves=true
alexsmobs\:underminer_hurt=true
@ -845,7 +858,6 @@ minecraft\:block.metal.fall=true
minecraft\:block.netherite_block.fall=true
minecraft\:entity.pig.step=true
minecraft\:entity.villager.yes=true
enderzoology\:entity.dire_wolf.howl=true
minecraft\:music.nether.soul_sand_valley=true
minecraft\:entity.ender_dragon.growl=true
minecraft\:entity.vindicator.hurt=true
@ -872,6 +884,7 @@ minecraft\:block.tuff.place=true
minecraft\:block.soul_soil.break=true
minecraft\:entity.illusioner.prepare_mirror=true
minecraft\:entity.elder_guardian.death=true
illagerinvasion\:entity.archivist.hurt=true
alexsmobs\:bone_serpent_idle=true
minecraft\:block.ladder.hit=true
minecraft\:entity.polar_bear.warning=true
@ -960,6 +973,7 @@ minecraft\:entity.bee.loop_aggressive=true
minecraft\:block.scaffolding.hit=true
minecraft\:event.raid.horn=true
aether\:block.freezer.crackle=true
illagerinvasion\:item.lost_candle.iron=true
minecraft\:entity.goat.screaming.death=true
minecraft\:ambient.nether_wastes.mood=true
minecraft\:block.anvil.destroy=true
@ -970,6 +984,7 @@ minecraft\:block.bamboo_wood_button.click_on=true
minecraft\:block.hanging_roots.break=true
minecraft\:block.netherrack.break=true
minecraft\:block.respawn_anchor.charge=true
illagerinvasion\:entity.basher.hurt=true
minecraft\:block.pink_petals.break=true
minecraft\:entity.piglin.death=true
naturalist\:entity.alligator.egg_break=true
@ -979,6 +994,7 @@ minecraft\:entity.warden.listening_angry=true
minecraft\:entity.witch.hurt=true
minecraft\:entity.player.breath=true
alexsmobs\:murmur_idle=true
illagerinvasion\:entity.archivist.death=true
minecraft\:entity.dolphin.swim=true
minecraft\:entity.stray.death=true
naturalist\:entity.bear.spit=true
@ -990,6 +1006,7 @@ minecraft\:entity.ghast.warn=true
minecraft\:entity.warden.heartbeat=true
minecraft\:entity.skeleton_horse.death=true
exoticbirds\:entity.ostrich.hurt=true
illagerinvasion\:entity.invoker.teleport_cast=true
minecraft\:entity.sniffer.scenting=true
minecraft\:entity.parrot.imitate.husk=true
minecraft\:block.spore_blossom.hit=true
@ -1097,6 +1114,7 @@ quark\:entity.crab.die=true
minecraft\:entity.guardian.ambient_land=true
minecraft\:block.coral_block.step=true
gtceu\:saw=true
illagerinvasion\:entity.invoker.ambient=true
minecraft\:entity.generic.eat=true
minecraft\:item.bucket.fill_milk=true
minecraft\:block.weeping_vines.step=true
@ -1104,6 +1122,7 @@ aether\:block.altar.crackle=true
minecraft\:block.moss.fall=true
meadow\:woodcutter=true
minecraft\:block.cherry_wood.hit=true
illagerinvasion\:entity.basher.death=true
minecraft\:entity.axolotl.swim=true
ad_astra\:rocket=true
quark\:ambient.chatter=true
@ -1147,6 +1166,7 @@ minecraft\:block.stone.step=true
minecraft\:block.nether_wood.break=true
minecraft\:block.sculk.place=true
aether\:ui.toast.aether_general=true
illagerinvasion\:entity.invoker.shield_create=true
minecraft\:entity.llama.eat=true
aether\:entity.phyg.hurt=true
aether\:item.accessory.equip_cape=true
@ -1218,6 +1238,7 @@ minecraft\:block.big_dripleaf.fall=true
minecraft\:entity.generic.swim=true
minecraft\:block.stone_button.click_on=true
minecraft\:entity.slime.squish_small=true
illagerinvasion\:entity.surrendered.charge=true
exoticbirds\:entity.owl.call=true
minecraft\:entity.villager.work_cartographer=true
alexsmobs\:roadrunner_hurt=true
@ -1271,6 +1292,7 @@ alexsmobs\:flutter_yes=true
supplementaries\:item.slingshot.charge_1=true
minecraft\:entity.creeper.primed=true
minecraft\:entity.horse.eat=true
illagerinvasion\:entity.provoker.celebrate=true
alexsmobs\:void_portal_open=true
supplementaries\:item.slingshot.charge_2=true
supplementaries\:item.slingshot.charge_3=true
@ -1315,6 +1337,7 @@ minecraft\:ambient.crimson_forest.loop=true
alexsmobs\:elephant_idle=true
smallships\:sail_pull=true
minecraft\:block.cherry_wood_button.click_on=true
illagerinvasion\:item.horn_of_sight.blow=true
gtceu\:sus=true
smallships\:cannon_shot=true
gtceu\:macerator=true
@ -1404,6 +1427,7 @@ minecraft\:block.nether_wood_hanging_sign.hit=true
minecraft\:block.rooted_dirt.place=true
aether\:entity.phyg.ambient=true
aether\:entity.moa.step=true
illagerinvasion\:item.lost_candle.diamond=true
minecraft\:block.vine.step=true
minecraft\:block.azalea_leaves.place=true
minecraft\:music.credits=true
@ -1439,6 +1463,7 @@ minecraft\:block.pointed_dripstone.drip_lava_into_cauldron=true
naturalist\:entity.vulture.death=true
minecraft\:entity.salmon.ambient=true
minecraft\:entity.slime.hurt_small=true
illagerinvasion\:entity.basher.idle=true
alexsmobs\:rain_frog_hurt=true
minecraft\:block.azalea.step=true
minecraft\:entity.wolf.death=true
@ -1552,6 +1577,7 @@ minecraft\:block.bamboo_wood_trapdoor.close=true
minecraft\:entity.item.pickup=true
aether\:entity.mimic.kill=true
minecraft\:entity.villager.work_butcher=true
illagerinvasion\:item.lost_candle.gold=true
naturalist\:entity.bird.eat=true
minecraft\:entity.player.attack.knockback=true
naturalist\:entity.zebra.ambient=true
@ -1582,6 +1608,7 @@ minecraft\:entity.zombie.attack_iron_door=true
minecraft\:entity.camel.ambient=true
minecraft\:entity.ghast.shoot=true
minecraft\:music.overworld.stony_peaks=true
illagerinvasion\:entity.firecaller.idle=true
minecraft\:block.cherry_leaves.place=true
aether\:entity.swet.jump=true
minecraft\:block.bamboo.fall=true
@ -1600,6 +1627,7 @@ gtceu\:portal_opening=true
alexsmobs\:elephant_walk=true
minecraft\:entity.glow_squid.squirt=true
aether\:entity.mimic.hurt=true
illagerinvasion\:entity.necromancer.summon=true
minecraft\:music.overworld.meadow=true
alexsmobs\:centipede_attack=true
minecraft\:entity.player.attack.sweep=true
@ -1696,12 +1724,13 @@ minecraft\:block.piston.contract=true
fishofthieves\:entity.devilfish.hurt=true
minecraft\:block.sculk_sensor.place=true
supplementaries\:block.rope.step=true
illagerinvasion\:entity.invoker.shield_break=true
minecraft\:entity.splash_potion.break=true
enderzoology\:entity.owl.death=true
alexsmobs\:endergrade_hurt=true
minecraft\:block.cherry_wood_pressure_plate.click_on=true
lost_aether_content\:entity.phyg.idle_override=true
minecraft\:entity.item_frame.add_item=true
illagerinvasion\:entity.invoker.death=true
minecraft\:block.dripstone_block.step=true
minecraft\:entity.zombie_villager.step=true
minecraft\:block.glass.fall=true
@ -1722,7 +1751,6 @@ minecraft\:entity.sniffer.death=true
minecraft\:block.packed_mud.break=true
crittersandcompanions\:entity.otter.ambient=true
aether\:entity.sheepuff.ambient=true
enderzoology\:entity.dire_wolf.hurt=true
minecraft\:entity.puffer_fish.blow_out=true
alexsmobs\:sunbird_hurt=true
minecraft\:block.nether_wood_hanging_sign.fall=true
@ -1833,6 +1861,7 @@ fishofthieves\:block.fish_plaque.rotate=true
alexsmobs\:komodo_dragon_hurt=true
minecraft\:block.gravel.step=true
minecraft\:entity.ravager.attack=true
illagerinvasion\:entity.sorcerer.cast=true
minecraft\:entity.parrot.imitate.blaze=true
alexsmobs\:gorilla_idle=true
minecraft\:entity.sniffer.searching=true
@ -1851,6 +1880,7 @@ fishofthieves\:entity.pondie.flop=true
minecraft\:entity.ocelot.death=true
quark\:entity.toretoise.eat=true
doapi\:cake_cut=true
illagerinvasion\:entity.basher.celebrate=true
minecraft\:item.shield.break=true
alexsmobs\:la_cucaracha=true
minecraft\:entity.player.hurt=true
@ -1948,6 +1978,7 @@ minecraft\:entity.egg.throw=true
minecraft\:entity.magma_cube.squish=true
minecraft\:block.wool.break=true
minecraft\:entity.skeleton.shoot=true
illagerinvasion\:entity.illager_brute.death=true
minecraft\:entity.piglin_brute.step=true
quark\:entity.stoneling.die=true
gtceu\:screwdriver=true
@ -1975,9 +2006,11 @@ minecraft\:entity.cat.eat=true
minecraft\:block.smithing_table.use=true
minecraft\:block.stem.fall=true
minecraft\:block.conduit.activate=true
illagerinvasion\:entity.sorcerer.death=true
meadow\:fur=true
minecraft\:ui.toast.out=true
bettercombat\:fist_punch=true
illagerinvasion\:entity.archivist.ambient=true
alexsmobs\:straddler_idle=true
alexsmobs\:skreecher_detect=true
minecraft\:block.mangrove_roots.step=true
@ -1997,6 +2030,7 @@ minecraft\:music.overworld.sparse_jungle=true
minecraft\:entity.glow_squid.hurt=true
minecraft\:entity.zoglin.step=true
aether\:entity.phyg.step=true
illagerinvasion\:entity.sorcerer.hurt=true
minecraft\:entity.elder_guardian.flop=true
minecraft\:entity.lightning_bolt.impact=true
minecraft\:entity.panda.cant_breed=true
@ -2066,6 +2100,7 @@ minecraft\:entity.wolf.growl=true
minecraft\:music_disc.5=true
minecraft\:entity.pillager.death=true
minecraft\:entity.ravager.step=true
illagerinvasion\:entity.provoker.idle=true
minecraft\:item.axe.scrape=true
minecraft\:item.crossbow.loading_middle=true
minecraft\:entity.evoker.celebrate=true
@ -2121,6 +2156,7 @@ minecraft\:entity.puffer_fish.ambient=true
thermal\:misc.tinker=true
minecraft\:entity.panda.hurt=true
minecraft\:block.powder_snow.step=true
illagerinvasion\:entity.illager_brute.ambient=true
minecraft\:entity.shulker.close=true
minecraft\:block.shroomlight.step=true
minecraft\:entity.ender_eye.launch=true
@ -2154,10 +2190,10 @@ alexsmobs\:warped_toad_hurt=true
minecraft\:block.cherry_wood_hanging_sign.break=true
minecraft\:entity.creeper.hurt=true
minecraft\:block.note_block.imitate.piglin=true
enderzoology\:entity.owl.hoot=true
minecraft\:item.bucket.empty_axolotl=true
minecraft\:block.tripwire.click_off=true
sleep_tight\:bedbug.death=true
illagerinvasion\:entity.firecaller.hurt=true
minecraft\:entity.wandering_trader.ambient=true
minecraft\:block.iron_trapdoor.open=true
minecraft\:music.nether.warped_forest=true
@ -2260,7 +2296,6 @@ biomesoplenty\:music.nether.withered_abyss=true
aether\:entity.slider.awaken=true
aether\:item.music_disc.ascending_dawn=true
minecraft\:entity.skeleton.converted_to_stray=true
enderzoology\:entity.dire_wolf.growl=true
naturalist\:entity.bear.hurt_baby=true
minecraft\:entity.allay.death=true
minecraft\:block.spore_blossom.step=true
@ -2332,6 +2367,7 @@ minecraft\:block.cherry_wood_hanging_sign.place=true
weather2\:streaming.wind_close_0_=true
thermal\:entity.blizz.ambient=true
alexsmobs\:flutter_hurt=true
illagerinvasion\:item.lost_candle.coal=true
minecraft\:entity.zombie.destroy_egg=true
minecraft\:entity.drowned.step=true
minecraft\:block.muddy_mangrove_roots.hit=true
@ -2351,6 +2387,7 @@ minecraft\:block.nether_bricks.break=true
minecraft\:entity.warden.emerge=true
minecraft\:block.small_dripleaf.hit=true
minecraft\:ambient.soul_sand_valley.loop=true
illagerinvasion\:entity.invoker.fangs_cast=true
naturalist\:entity.rubber_ducky.hurt=true
minecraft\:item.armor.equip_netherite=true
alexsmobs\:capuchin_monkey_idle=true
@ -2372,6 +2409,7 @@ exoticbirds\:entity.woodpecker.peck=true
another_furniture\:block.curtain.use=true
minecraft\:entity.dragon_fireball.explode=true
minecraft\:entity.mooshroom.shear=true
illagerinvasion\:item.lost_candle.copper=true
supplementaries\:item.bubble_blower=true
minecraft\:entity.goat.horn_break=true
farmersdelight\:item.skillet.attack.strong=true

View file

@ -9,208 +9,208 @@
# By block ID:
# minecraft\:oak_log=1.0
# Soul Soil (Sound Type)
SOUL_SOIL=1.0
# Hard Crop (Sound Type)
HARD_CROP=1.0
# Lantern (Sound Type)
LANTERN=1.0
# Decorated Pot (Sound Type)
DECORATED_POT=1.0
# Lily Pad (Sound Type)
LILY_PAD=0.0
# Bamboo (Sound Type)
BAMBOO=0.1
# Fungus (Sound Type)
FUNGUS=0.0
# Wool (Sound Type)
WOOL=1.5
# Chain (Sound Type)
CHAIN=0.0
# Sweet Berry Bush (Sound Type)
SWEET_BERRY_BUSH=0.0
# Hanging Roots (Sound Type)
HANGING_ROOTS=1.0
# Netherrack (Sound Type)
NETHERRACK=1.0
# Froglight (Sound Type)
FROGLIGHT=1.0
# Nether Wood (Sound Type)
NETHER_WOOD=1.0
# Wet Grass (Sound Type)
WET_GRASS=0.1
# Shroomlight (Sound Type)
SHROOMLIGHT=1.0
# Amethyst (Sound Type)
AMETHYST=1.0
# Calcite (Sound Type)
CALCITE=1.0
# Azalea Leaves (Sound Type)
AZALEA_LEAVES=1.0
# Nether Ore (Sound Type)
NETHER_ORE=1.0
# Gilded Blackstone (Sound Type)
GILDED_BLACKSTONE=1.0
# Mud Bricks (Sound Type)
MUD_BRICKS=1.0
# Muddy Mangrove Roots (Sound Type)
MUDDY_MANGROVE_ROOTS=1.0
# Small Dripleaf (Sound Type)
SMALL_DRIPLEAF=0.0
# Cherry Sapling (Sound Type)
CHERRY_SAPLING=1.0
# Mangrove Roots (Sound Type)
MANGROVE_ROOTS=1.0
# Spore Blossom (Sound Type)
SPORE_BLOSSOM=0.0
# Chiseled Bookshelf (Sound Type)
CHISELED_BOOKSHELF=1.0
# Deepslate Bricks (Sound Type)
DEEPSLATE_BRICKS=1.0
# Sand (Sound Type)
SAND=1.0
# Nylium (Sound Type)
NYLIUM=1.0
# Copper (Sound Type)
COPPER=1.0
# Ladder (Sound Type)
LADDER=0.0
# Deepslate (Sound Type)
DEEPSLATE=1.0
# Soul Sand (Sound Type)
SOUL_SAND=1.0
# Crop (Sound Type)
CROP=0.0
# Flowering Azalea (Sound Type)
FLOWERING_AZALEA=1.0
# Frogspawn (Sound Type)
FROGSPAWN=1.0
# Rooted Dirt (Sound Type)
ROOTED_DIRT=1.0
# Gravel (Sound Type)
GRAVEL=1.0
# Suspicious Gravel (Sound Type)
SUSPICIOUS_GRAVEL=1.0
# Moss (Sound Type)
MOSS=0.75
# Mud (Sound Type)
MUD=1.0
# Dripstone Block (Sound Type)
DRIPSTONE_BLOCK=1.0
# Cherry Wood Hanging Sign (Sound Type)
CHERRY_WOOD_HANGING_SIGN=1.0
# Medium Amethyst Bud (Sound Type)
MEDIUM_AMETHYST_BUD=0.0
# Large Amethyst Bud (Sound Type)
LARGE_AMETHYST_BUD=0.0
# Packed Mud (Sound Type)
PACKED_MUD=1.0
# Pointed Dripstone (Sound Type)
POINTED_DRIPSTONE=0.0
# Deepslate Tiles (Sound Type)
DEEPSLATE_TILES=1.0
# Decorated Pot Cracked (Sound Type)
DECORATED_POT_CRACKED=1.0
# Basalt (Sound Type)
BASALT=1.0
# Twisting Vines (Sound Type)
TWISTING_VINES=0.0
# Glow Lichen (Sound Type)
GLOW_LICHEN=0.0
# Polished Deepslate (Sound Type)
POLISHED_DEEPSLATE=1.0
# Bamboo Wood (Sound Type)
BAMBOO_WOOD=1.0
# Slime Block (Sound Type)
SLIME_BLOCK=1.0
# Nether Sprouts (Sound Type)
NETHER_SPROUTS=1.0
# Coral Block (Sound Type)
CORAL_BLOCK=1.0
# Cherry Leaves (Sound Type)
CHERRY_LEAVES=1.0
# Nether Bricks (Sound Type)
NETHER_BRICKS=1.0
# Bamboo Sapling (Sound Type)
BAMBOO_SAPLING=0.1
# Tuff (Sound Type)
TUFF=1.0
# Suspicious Sand (Sound Type)
SUSPICIOUS_SAND=1.0
# Stone (Sound Type)
STONE=1.0
# Hanging Sign (Sound Type)
HANGING_SIGN=1.0
# Bone Block (Sound Type)
BONE_BLOCK=1.0
# Sculk Sensor (Sound Type)
SCULK_SENSOR=1.0
# Candle (Sound Type)
CANDLE=1.0
# Cherry Wood (Sound Type)
CHERRY_WOOD=1.0
# Snow (Sound Type)
SNOW=0.1
# Amethyst Cluster (Sound Type)
AMETHYST_CLUSTER=1.0
# Sculk Vein (Sound Type)
SCULK_VEIN=1.0
# Metal (Sound Type)
METAL=1.0
# Big Dripleaf (Sound Type)
BIG_DRIPLEAF=1.0
# Small Amethyst Bud (Sound Type)
SMALL_AMETHYST_BUD=0.0
# Moss Carpet (Sound Type)
MOSS_CARPET=0.1
# Sculk Catalyst (Sound Type)
SCULK_CATALYST=1.0
# Lodestone (Sound Type)
LODESTONE=1.0
# Nether Bricks (Sound Type)
NETHER_BRICKS=1.0
# Azalea (Sound Type)
AZALEA=1.0
# Sculk (Sound Type)
SCULK=1.0
# Nether Wood Hanging Sign (Sound Type)
NETHER_WOOD_HANGING_SIGN=1.0
# Weeping Vines (Sound Type)
WEEPING_VINES=0.0
# Cave Vines (Sound Type)
CAVE_VINES=1.0
# Vine (Sound Type)
VINE=0.0
# Stem (Sound Type)
STEM=1.0
# Sculk Shrieker (Sound Type)
SCULK_SHRIEKER=1.0
# Glass (Sound Type)
GLASS=0.1
# Nether Gold Ore (Sound Type)
NETHER_GOLD_ORE=1.0
# Bamboo Wood Hanging Sign (Sound Type)
BAMBOO_WOOD_HANGING_SIGN=1.0
# Wart Block (Sound Type)
WART_BLOCK=1.0
# Ladder (Sound Type)
LADDER=0.0
# Small Dripleaf (Sound Type)
SMALL_DRIPLEAF=0.0
# Weeping Vines (Sound Type)
WEEPING_VINES=0.0
# Tuff (Sound Type)
TUFF=1.0
# Sculk Shrieker (Sound Type)
SCULK_SHRIEKER=1.0
# Deepslate Tiles (Sound Type)
DEEPSLATE_TILES=1.0
# Grass (Sound Type)
GRASS=1.0
# Scaffolding (Sound Type)
SCAFFOLDING=0.0
# Nether Wart (Sound Type)
NETHER_WART=1.0
# Honey Block (Sound Type)
HONEY_BLOCK=0.5
# Anvil (Sound Type)
ANVIL=1.0
# Netherite Block (Sound Type)
NETHERITE_BLOCK=1.0
# Powder Snow (Sound Type)
POWDER_SNOW=0.1
# Frogspawn (Sound Type)
FROGSPAWN=1.0
# Slime Block (Sound Type)
SLIME_BLOCK=1.0
# Copper (Sound Type)
COPPER=1.0
# Packed Mud (Sound Type)
PACKED_MUD=1.0
# Chain (Sound Type)
CHAIN=0.0
# Mangrove Roots (Sound Type)
MANGROVE_ROOTS=1.0
# Candle (Sound Type)
CANDLE=1.0
# Lily Pad (Sound Type)
LILY_PAD=0.0
# Sculk (Sound Type)
SCULK=1.0
# Hard Crop (Sound Type)
HARD_CROP=1.0
# Suspicious Sand (Sound Type)
SUSPICIOUS_SAND=1.0
# Soul Soil (Sound Type)
SOUL_SOIL=1.0
# Glow Lichen (Sound Type)
GLOW_LICHEN=0.0
# Vine (Sound Type)
VINE=0.0
# Lodestone (Sound Type)
LODESTONE=1.0
# Shroomlight (Sound Type)
SHROOMLIGHT=1.0
# Ancient Debris (Sound Type)
ANCIENT_DEBRIS=1.0
# Wood (Sound Type)
WOOD=1.0
# Amethyst (Sound Type)
AMETHYST=1.0
# Medium Amethyst Bud (Sound Type)
MEDIUM_AMETHYST_BUD=0.0
# Wet Grass (Sound Type)
WET_GRASS=0.1
# Nether Ore (Sound Type)
NETHER_ORE=1.0
# Bamboo Sapling (Sound Type)
BAMBOO_SAPLING=0.1
# Pointed Dripstone (Sound Type)
POINTED_DRIPSTONE=0.0
# Wool (Sound Type)
WOOL=1.5
# Decorated Pot Cracked (Sound Type)
DECORATED_POT_CRACKED=1.0
# Bamboo (Sound Type)
BAMBOO=0.1
# Soul Sand (Sound Type)
SOUL_SAND=1.0
# Metal (Sound Type)
METAL=1.0
# Nether Gold Ore (Sound Type)
NETHER_GOLD_ORE=1.0
# Sculk Catalyst (Sound Type)
SCULK_CATALYST=1.0
# Hanging Roots (Sound Type)
HANGING_ROOTS=1.0
# Bone Block (Sound Type)
BONE_BLOCK=1.0
# Crop (Sound Type)
CROP=0.0
# Moss (Sound Type)
MOSS=0.75
# Scaffolding (Sound Type)
SCAFFOLDING=0.0
# Small Amethyst Bud (Sound Type)
SMALL_AMETHYST_BUD=0.0
# Bamboo Wood (Sound Type)
BAMBOO_WOOD=1.0
# Nether Sprouts (Sound Type)
NETHER_SPROUTS=1.0
# Froglight (Sound Type)
FROGLIGHT=1.0
# Sculk Vein (Sound Type)
SCULK_VEIN=1.0
# Muddy Mangrove Roots (Sound Type)
MUDDY_MANGROVE_ROOTS=1.0
# Hanging Sign (Sound Type)
HANGING_SIGN=1.0
# Anvil (Sound Type)
ANVIL=1.0
# Dripstone Block (Sound Type)
DRIPSTONE_BLOCK=1.0
# Large Amethyst Bud (Sound Type)
LARGE_AMETHYST_BUD=0.0
# Cherry Wood Hanging Sign (Sound Type)
CHERRY_WOOD_HANGING_SIGN=1.0
# Decorated Pot (Sound Type)
DECORATED_POT=1.0
# Powder Snow (Sound Type)
POWDER_SNOW=0.1
# Mud (Sound Type)
MUD=1.0
# Snow (Sound Type)
SNOW=0.1
# Gilded Blackstone (Sound Type)
GILDED_BLACKSTONE=1.0
# Roots (Sound Type)
ROOTS=0.0
# Calcite (Sound Type)
CALCITE=1.0
# Chiseled Bookshelf (Sound Type)
CHISELED_BOOKSHELF=1.0
# Nether Wood (Sound Type)
NETHER_WOOD=1.0
# Cherry Wood (Sound Type)
CHERRY_WOOD=1.0
# Stem (Sound Type)
STEM=1.0
# Gravel (Sound Type)
GRAVEL=1.0
# Lantern (Sound Type)
LANTERN=1.0
# Twisting Vines (Sound Type)
TWISTING_VINES=0.0
# Basalt (Sound Type)
BASALT=1.0
# Polished Deepslate (Sound Type)
POLISHED_DEEPSLATE=1.0
# Mud Bricks (Sound Type)
MUD_BRICKS=1.0
# Sculk Sensor (Sound Type)
SCULK_SENSOR=1.0
# Nylium (Sound Type)
NYLIUM=1.0
# Nether Wood Hanging Sign (Sound Type)
NETHER_WOOD_HANGING_SIGN=1.0
# Nether Wart (Sound Type)
NETHER_WART=1.0
# Cherry Sapling (Sound Type)
CHERRY_SAPLING=1.0
# Cherry Leaves (Sound Type)
CHERRY_LEAVES=1.0
# Cave Vines (Sound Type)
CAVE_VINES=1.0
# Wart Block (Sound Type)
WART_BLOCK=1.0
# Wood (Sound Type)
WOOD=1.0
# Bamboo Wood Hanging Sign (Sound Type)
BAMBOO_WOOD_HANGING_SIGN=1.0
# Sweet Berry Bush (Sound Type)
SWEET_BERRY_BUSH=0.0
# Moss Carpet (Sound Type)
MOSS_CARPET=0.1
# Suspicious Gravel (Sound Type)
SUSPICIOUS_GRAVEL=1.0
# Netherrack (Sound Type)
NETHERRACK=1.0
# Spore Blossom (Sound Type)
SPORE_BLOSSOM=0.0
# Coral Block (Sound Type)
CORAL_BLOCK=1.0
# Stone (Sound Type)
STONE=1.0
# Sand (Sound Type)
SAND=1.0
# Honey Block (Sound Type)
HONEY_BLOCK=0.5
# Deepslate Bricks (Sound Type)
DEEPSLATE_BRICKS=1.0
# Azalea Leaves (Sound Type)
AZALEA_LEAVES=1.0
# Deepslate (Sound Type)
DEEPSLATE=1.0
# Big Dripleaf (Sound Type)
BIG_DRIPLEAF=1.0
# Flowering Azalea (Sound Type)
FLOWERING_AZALEA=1.0
# Rooted Dirt (Sound Type)
ROOTED_DIRT=1.0
# Fungus (Sound Type)
FUNGUS=0.0
# Water (Block)
minecraft\:water=0.25
# Lava (Block)

View file

@ -9,205 +9,205 @@
# By block ID:
# minecraft\:oak_log=1.0
# Soul Soil (Sound Type)
SOUL_SOIL=0.2
# Hard Crop (Sound Type)
HARD_CROP=0.5
# Lantern (Sound Type)
LANTERN=0.5
# Decorated Pot (Sound Type)
DECORATED_POT=0.5
# Lily Pad (Sound Type)
LILY_PAD=0.5
# Bamboo (Sound Type)
BAMBOO=0.5
# Fungus (Sound Type)
FUNGUS=0.5
# Wool (Sound Type)
WOOL=0.1
# Chain (Sound Type)
CHAIN=0.5
# Sweet Berry Bush (Sound Type)
SWEET_BERRY_BUSH=0.5
# Hanging Roots (Sound Type)
HANGING_ROOTS=0.5
# Netherrack (Sound Type)
NETHERRACK=1.1
# Froglight (Sound Type)
FROGLIGHT=0.5
# Nether Wood (Sound Type)
NETHER_WOOD=0.5
# Wet Grass (Sound Type)
WET_GRASS=0.5
# Shroomlight (Sound Type)
SHROOMLIGHT=0.5
# Amethyst (Sound Type)
AMETHYST=1.5
# Calcite (Sound Type)
CALCITE=1.5
# Azalea Leaves (Sound Type)
AZALEA_LEAVES=0.5
# Nether Ore (Sound Type)
NETHER_ORE=1.1
# Gilded Blackstone (Sound Type)
GILDED_BLACKSTONE=0.5
# Mud Bricks (Sound Type)
MUD_BRICKS=0.5
# Muddy Mangrove Roots (Sound Type)
MUDDY_MANGROVE_ROOTS=0.5
# Small Dripleaf (Sound Type)
SMALL_DRIPLEAF=0.5
# Cherry Sapling (Sound Type)
CHERRY_SAPLING=0.5
# Mangrove Roots (Sound Type)
MANGROVE_ROOTS=0.5
# Spore Blossom (Sound Type)
SPORE_BLOSSOM=0.5
# Chiseled Bookshelf (Sound Type)
CHISELED_BOOKSHELF=0.5
# Deepslate Bricks (Sound Type)
DEEPSLATE_BRICKS=1.5
# Sand (Sound Type)
SAND=0.2
# Nylium (Sound Type)
NYLIUM=0.5
# Copper (Sound Type)
COPPER=1.25
# Ladder (Sound Type)
LADDER=0.5
# Deepslate (Sound Type)
DEEPSLATE=1.5
# Soul Sand (Sound Type)
SOUL_SAND=0.2
# Crop (Sound Type)
CROP=0.5
# Flowering Azalea (Sound Type)
FLOWERING_AZALEA=0.5
# Frogspawn (Sound Type)
FROGSPAWN=0.5
# Rooted Dirt (Sound Type)
ROOTED_DIRT=0.5
# Gravel (Sound Type)
GRAVEL=0.3
# Suspicious Gravel (Sound Type)
SUSPICIOUS_GRAVEL=0.5
# Moss (Sound Type)
MOSS=0.1
# Mud (Sound Type)
MUD=0.5
# Dripstone Block (Sound Type)
DRIPSTONE_BLOCK=0.5
# Cherry Wood Hanging Sign (Sound Type)
CHERRY_WOOD_HANGING_SIGN=0.5
# Medium Amethyst Bud (Sound Type)
MEDIUM_AMETHYST_BUD=0.5
# Large Amethyst Bud (Sound Type)
LARGE_AMETHYST_BUD=0.5
# Packed Mud (Sound Type)
PACKED_MUD=0.5
# Pointed Dripstone (Sound Type)
POINTED_DRIPSTONE=0.5
# Deepslate Tiles (Sound Type)
DEEPSLATE_TILES=1.5
# Decorated Pot Cracked (Sound Type)
DECORATED_POT_CRACKED=0.5
# Basalt (Sound Type)
BASALT=1.5
# Twisting Vines (Sound Type)
TWISTING_VINES=0.5
# Glow Lichen (Sound Type)
GLOW_LICHEN=0.5
# Polished Deepslate (Sound Type)
POLISHED_DEEPSLATE=1.5
# Bamboo Wood (Sound Type)
BAMBOO_WOOD=0.5
# Slime Block (Sound Type)
SLIME_BLOCK=0.5
# Nether Sprouts (Sound Type)
NETHER_SPROUTS=0.5
# Coral Block (Sound Type)
CORAL_BLOCK=0.2
# Cherry Leaves (Sound Type)
CHERRY_LEAVES=0.5
# Nether Bricks (Sound Type)
NETHER_BRICKS=1.5
# Bamboo Sapling (Sound Type)
BAMBOO_SAPLING=0.5
# Tuff (Sound Type)
TUFF=1.5
# Suspicious Sand (Sound Type)
SUSPICIOUS_SAND=0.5
# Stone (Sound Type)
STONE=1.5
# Hanging Sign (Sound Type)
HANGING_SIGN=0.5
# Bone Block (Sound Type)
BONE_BLOCK=1.5
# Sculk Sensor (Sound Type)
SCULK_SENSOR=0.5
# Candle (Sound Type)
CANDLE=0.5
# Cherry Wood (Sound Type)
CHERRY_WOOD=0.5
# Snow (Sound Type)
SNOW=0.15
# Amethyst Cluster (Sound Type)
AMETHYST_CLUSTER=0.5
# Sculk Vein (Sound Type)
SCULK_VEIN=0.5
# Metal (Sound Type)
METAL=1.25
# Big Dripleaf (Sound Type)
BIG_DRIPLEAF=0.5
# Small Amethyst Bud (Sound Type)
SMALL_AMETHYST_BUD=0.5
# Moss Carpet (Sound Type)
MOSS_CARPET=0.5
# Sculk Catalyst (Sound Type)
SCULK_CATALYST=0.5
# Lodestone (Sound Type)
LODESTONE=0.5
# Nether Bricks (Sound Type)
NETHER_BRICKS=1.5
# Azalea (Sound Type)
AZALEA=0.5
# Sculk (Sound Type)
SCULK=0.5
# Nether Wood Hanging Sign (Sound Type)
NETHER_WOOD_HANGING_SIGN=0.5
# Weeping Vines (Sound Type)
WEEPING_VINES=0.5
# Cave Vines (Sound Type)
CAVE_VINES=0.5
# Vine (Sound Type)
VINE=0.5
# Stem (Sound Type)
STEM=0.4
# Sculk Shrieker (Sound Type)
SCULK_SHRIEKER=0.5
# Glass (Sound Type)
GLASS=0.75
# Nether Gold Ore (Sound Type)
NETHER_GOLD_ORE=1.1
# Bamboo Wood Hanging Sign (Sound Type)
BAMBOO_WOOD_HANGING_SIGN=0.5
# Wart Block (Sound Type)
WART_BLOCK=0.5
# Ladder (Sound Type)
LADDER=0.5
# Small Dripleaf (Sound Type)
SMALL_DRIPLEAF=0.5
# Weeping Vines (Sound Type)
WEEPING_VINES=0.5
# Tuff (Sound Type)
TUFF=1.5
# Sculk Shrieker (Sound Type)
SCULK_SHRIEKER=0.5
# Deepslate Tiles (Sound Type)
DEEPSLATE_TILES=1.5
# Grass (Sound Type)
GRASS=0.3
# Scaffolding (Sound Type)
SCAFFOLDING=0.5
# Nether Wart (Sound Type)
NETHER_WART=0.5
# Honey Block (Sound Type)
HONEY_BLOCK=0.1
# Anvil (Sound Type)
ANVIL=0.5
# Netherite Block (Sound Type)
NETHERITE_BLOCK=1.5
# Powder Snow (Sound Type)
POWDER_SNOW=0.5
# Frogspawn (Sound Type)
FROGSPAWN=0.5
# Slime Block (Sound Type)
SLIME_BLOCK=0.5
# Copper (Sound Type)
COPPER=1.25
# Packed Mud (Sound Type)
PACKED_MUD=0.5
# Chain (Sound Type)
CHAIN=0.5
# Mangrove Roots (Sound Type)
MANGROVE_ROOTS=0.5
# Candle (Sound Type)
CANDLE=0.5
# Lily Pad (Sound Type)
LILY_PAD=0.5
# Sculk (Sound Type)
SCULK=0.5
# Hard Crop (Sound Type)
HARD_CROP=0.5
# Suspicious Sand (Sound Type)
SUSPICIOUS_SAND=0.5
# Soul Soil (Sound Type)
SOUL_SOIL=0.2
# Glow Lichen (Sound Type)
GLOW_LICHEN=0.5
# Vine (Sound Type)
VINE=0.5
# Lodestone (Sound Type)
LODESTONE=0.5
# Shroomlight (Sound Type)
SHROOMLIGHT=0.5
# Ancient Debris (Sound Type)
ANCIENT_DEBRIS=0.5
# Wood (Sound Type)
WOOD=0.4
# Amethyst (Sound Type)
AMETHYST=1.5
# Medium Amethyst Bud (Sound Type)
MEDIUM_AMETHYST_BUD=0.5
# Wet Grass (Sound Type)
WET_GRASS=0.5
# Nether Ore (Sound Type)
NETHER_ORE=1.1
# Bamboo Sapling (Sound Type)
BAMBOO_SAPLING=0.5
# Pointed Dripstone (Sound Type)
POINTED_DRIPSTONE=0.5
# Wool (Sound Type)
WOOL=0.1
# Decorated Pot Cracked (Sound Type)
DECORATED_POT_CRACKED=0.5
# Bamboo (Sound Type)
BAMBOO=0.5
# Soul Sand (Sound Type)
SOUL_SAND=0.2
# Metal (Sound Type)
METAL=1.25
# Nether Gold Ore (Sound Type)
NETHER_GOLD_ORE=1.1
# Sculk Catalyst (Sound Type)
SCULK_CATALYST=0.5
# Hanging Roots (Sound Type)
HANGING_ROOTS=0.5
# Bone Block (Sound Type)
BONE_BLOCK=1.5
# Crop (Sound Type)
CROP=0.5
# Moss (Sound Type)
MOSS=0.1
# Scaffolding (Sound Type)
SCAFFOLDING=0.5
# Small Amethyst Bud (Sound Type)
SMALL_AMETHYST_BUD=0.5
# Bamboo Wood (Sound Type)
BAMBOO_WOOD=0.5
# Nether Sprouts (Sound Type)
NETHER_SPROUTS=0.5
# Froglight (Sound Type)
FROGLIGHT=0.5
# Sculk Vein (Sound Type)
SCULK_VEIN=0.5
# Muddy Mangrove Roots (Sound Type)
MUDDY_MANGROVE_ROOTS=0.5
# Hanging Sign (Sound Type)
HANGING_SIGN=0.5
# Anvil (Sound Type)
ANVIL=0.5
# Dripstone Block (Sound Type)
DRIPSTONE_BLOCK=0.5
# Large Amethyst Bud (Sound Type)
LARGE_AMETHYST_BUD=0.5
# Cherry Wood Hanging Sign (Sound Type)
CHERRY_WOOD_HANGING_SIGN=0.5
# Decorated Pot (Sound Type)
DECORATED_POT=0.5
# Powder Snow (Sound Type)
POWDER_SNOW=0.5
# Mud (Sound Type)
MUD=0.5
# Snow (Sound Type)
SNOW=0.15
# Gilded Blackstone (Sound Type)
GILDED_BLACKSTONE=0.5
# Roots (Sound Type)
ROOTS=0.5
# Calcite (Sound Type)
CALCITE=1.5
# Chiseled Bookshelf (Sound Type)
CHISELED_BOOKSHELF=0.5
# Nether Wood (Sound Type)
NETHER_WOOD=0.5
# Cherry Wood (Sound Type)
CHERRY_WOOD=0.5
# Stem (Sound Type)
STEM=0.4
# Gravel (Sound Type)
GRAVEL=0.3
# Lantern (Sound Type)
LANTERN=0.5
# Twisting Vines (Sound Type)
TWISTING_VINES=0.5
# Basalt (Sound Type)
BASALT=1.5
# Polished Deepslate (Sound Type)
POLISHED_DEEPSLATE=1.5
# Mud Bricks (Sound Type)
MUD_BRICKS=0.5
# Sculk Sensor (Sound Type)
SCULK_SENSOR=0.5
# Nylium (Sound Type)
NYLIUM=0.5
# Nether Wood Hanging Sign (Sound Type)
NETHER_WOOD_HANGING_SIGN=0.5
# Nether Wart (Sound Type)
NETHER_WART=0.5
# Cherry Sapling (Sound Type)
CHERRY_SAPLING=0.5
# Cherry Leaves (Sound Type)
CHERRY_LEAVES=0.5
# Cave Vines (Sound Type)
CAVE_VINES=0.5
# Wart Block (Sound Type)
WART_BLOCK=0.5
# Wood (Sound Type)
WOOD=0.4
# Bamboo Wood Hanging Sign (Sound Type)
BAMBOO_WOOD_HANGING_SIGN=0.5
# Sweet Berry Bush (Sound Type)
SWEET_BERRY_BUSH=0.5
# Moss Carpet (Sound Type)
MOSS_CARPET=0.5
# Suspicious Gravel (Sound Type)
SUSPICIOUS_GRAVEL=0.5
# Netherrack (Sound Type)
NETHERRACK=1.1
# Spore Blossom (Sound Type)
SPORE_BLOSSOM=0.5
# Coral Block (Sound Type)
CORAL_BLOCK=0.2
# Stone (Sound Type)
STONE=1.5
# Sand (Sound Type)
SAND=0.2
# Honey Block (Sound Type)
HONEY_BLOCK=0.1
# Deepslate Bricks (Sound Type)
DEEPSLATE_BRICKS=1.5
# Azalea Leaves (Sound Type)
AZALEA_LEAVES=0.5
# Deepslate (Sound Type)
DEEPSLATE=1.5
# Big Dripleaf (Sound Type)
BIG_DRIPLEAF=0.5
# Flowering Azalea (Sound Type)
FLOWERING_AZALEA=0.5
# Rooted Dirt (Sound Type)
ROOTED_DIRT=0.5
# Fungus (Sound Type)
FUNGUS=0.5

View file

@ -13,7 +13,7 @@ invertYMouse:false
realmsNotifications:true
reducedDebugInfo:false
showSubtitles:false
directionalAudio:false
directionalAudio:true
touchscreen:false
fullscreen:false
bobView:true
@ -31,7 +31,7 @@ glintStrength:0.75
damageTiltStrength:1.0
highContrast:false
gamma:1.0
renderDistance:12
renderDistance:8
simulationDistance:8
entityDistanceScaling:1.0
guiScale:2
@ -72,7 +72,7 @@ tutorialStep:none
mouseWheelSensitivity:1.0
rawMouseInput:true
glDebugVerbosity:1
skipMultiplayerWarning:false
skipMultiplayerWarning:true
skipRealms32bitWarning:false
hideMatchedNames:true
joinedFirstServer:true
@ -135,7 +135,7 @@ key_key.do_a_barrel_roll.thrust_forward:key.keyboard.w
key_key.do_a_barrel_roll.thrust_backward:key.keyboard.unknown
key_key.curios.open.desc:key.keyboard.g
key_iris.keybind.reload:key.keyboard.unknown
key_iris.keybind.toggleShaders:key.keyboard.k
key_iris.keybind.toggleShaders:key.keyboard.unknown
key_iris.keybind.shaderPackSelection:key.keyboard.o
key_key.dynamic_fps.toggle_forced:key.keyboard.unknown
key_key.dynamic_fps.toggle_disabled:key.keyboard.unknown
@ -144,35 +144,35 @@ key_key.toggleSelectedItemTooltips:key.keyboard.unknown
key_key.toggleCarriedItemTooltips:key.keyboard.unknown
key_key.cycleLeft:key.keyboard.g
key_key.cycleRight:key.keyboard.h
key_key.jei.showRecipe:key.keyboard.r
key_key.jei.toggleBookmarkOverlay:key.keyboard.unknown
key_key.jei.previousCategory:key.keyboard.page.up:SHIFT
key_key.jei.showUses:key.keyboard.u
key_key.jei.focusSearch:key.keyboard.f:CONTROL
key_key.jei.copy.recipe.id:key.keyboard.unknown
key_key.jei.cheatOneItem2:key.mouse.right
key_key.jei.clearSearchBar:key.mouse.right
key_key.jei.toggleOverlay:key.keyboard.o:CONTROL
key_key.jei.closeRecipeGui:key.keyboard.escape
key_key.jei.nextRecipePage:key.keyboard.page.down
key_key.jei.cheatItemStack2:key.mouse.middle
key_key.jei.nextPage:key.keyboard.unknown
key_key.jei.toggleHideIngredient:key.mouse.left:CONTROL
key_key.jei.recipeBack:key.keyboard.backspace
key_key.jei.bookmark:key.keyboard.a
key_key.jei.toggleCheatMode:key.keyboard.unknown
key_key.jei.previousPage:key.keyboard.unknown
key_key.jei.previousSearch:key.keyboard.up
key_key.jei.showRecipe:key.keyboard.r
key_key.jei.showUses2:key.mouse.right
key_key.jei.cheatItemStack:key.mouse.left:SHIFT
key_key.jei.showRecipe2:key.mouse.left
key_key.jei.recipeBack:key.keyboard.backspace
key_key.jei.nextPage:key.keyboard.unknown
key_key.jei.bookmark:key.keyboard.a
key_key.jei.toggleEditMode:key.keyboard.unknown
key_key.jei.toggleCheatMode:key.keyboard.unknown
key_key.jei.nextCategory:key.keyboard.page.down:SHIFT
key_key.jei.nextSearch:key.keyboard.down
key_key.jei.previousSearch:key.keyboard.up
key_key.jei.closeRecipeGui:key.keyboard.escape
key_key.jei.toggleBookmarkOverlay:key.keyboard.unknown
key_key.jei.copy.recipe.id:key.keyboard.unknown
key_key.jei.cheatOneItem:key.mouse.left
key_key.jei.toggleEditMode:key.keyboard.unknown
key_key.jei.toggleWildcardHideIngredient:key.mouse.right:CONTROL
key_key.jei.toggleCheatModeConfigButton:key.mouse.left:CONTROL
key_key.jei.showRecipe2:key.mouse.left
key_key.jei.previousRecipePage:key.keyboard.page.up
key_key.jei.cheatItemStack:key.mouse.left:SHIFT
key_key.jei.clearSearchBar:key.mouse.right
key_key.jei.cheatOneItem2:key.mouse.right
key_key.jei.nextRecipePage:key.keyboard.page.down
key_key.jei.focusSearch:key.keyboard.f:CONTROL
key_key.jei.previousCategory:key.keyboard.page.up:SHIFT
key_key.jei.previousPage:key.keyboard.unknown
key_key.jei.toggleHideIngredient:key.mouse.left:CONTROL
key_key.jei.toggleCheatModeConfigButton:key.mouse.left:CONTROL
key_key.jei.toggleWildcardHideIngredient:key.mouse.right:CONTROL
key_key.jei.cheatItemStack2:key.mouse.middle
key_key.cofh.mode_change_increment:key.keyboard.v
key_key.cofh.mode_change_decrement:key.keyboard.b
key_keybinds.bettercombat.feint:key.keyboard.unknown
@ -183,6 +183,10 @@ key_tetra.toolbelt.binding.access:key.keyboard.b
key_tetra.toolbelt.binding.restock:key.keyboard.b:SHIFT
key_tetra.toolbelt.binding.open:key.keyboard.b:ALT
key_tetra.toolbelt.binding.secondary_use:key.keyboard.v
key_treechop.key.toggle_chopping:key.keyboard.unknown
key_treechop.key.toggle_felling:key.keyboard.unknown
key_treechop.key.cycle_sneak_behavior:key.keyboard.unknown
key_treechop.key.open_settings_overlay:key.keyboard.n
key_key.aether.open_accessories.desc:key.keyboard.i
key_key.aether.gravitite_jump_ability.desc:key.keyboard.space
key_key.aether.invisibility_toggle.desc:key.keyboard.v
@ -201,11 +205,11 @@ key_keybind.sophisticatedbackpacks.open_backpack:key.keyboard.b
key_keybind.sophisticatedbackpacks.inventory_interaction:key.keyboard.c
key_keybind.sophisticatedbackpacks.tool_swap:key.keyboard.unknown
key_keybind.sophisticatedbackpacks.sort:key.mouse.middle
key_keybind.sophisticatedbackpacks.toggle_upgrade_1:key.keyboard.z:ALT
key_keybind.sophisticatedbackpacks.toggle_upgrade_2:key.keyboard.x:ALT
key_keybind.sophisticatedbackpacks.toggle_upgrade_3:key.keyboard.unknown
key_keybind.sophisticatedbackpacks.toggle_upgrade_4:key.keyboard.unknown
key_keybind.sophisticatedbackpacks.toggle_upgrade_1:key.keyboard.z:ALT
key_keybind.sophisticatedbackpacks.toggle_upgrade_5:key.keyboard.unknown
key_keybind.sophisticatedbackpacks.toggle_upgrade_4:key.keyboard.unknown
key_keybind.sophisticatedbackpacks.toggle_upgrade_3:key.keyboard.unknown
key_key.carry.desc:key.keyboard.left.shift
key_key.fbp.toggle:key.keyboard.unknown
key_key.fbp.settings:key.keyboard.unknown
@ -264,24 +268,25 @@ key_quark.keybind.patreon_emote.zombie:key.keyboard.unknown
key_quark.keybind.change_hotbar:key.keyboard.z
key_quark.keybind.sort_player:key.keyboard.unknown
key_quark.keybind.sort_container:key.keyboard.unknown
key_quark.keybind.lock_rotation:key.keyboard.k
key_quark.keybind.lock_rotation:key.keyboard.unknown
key_quark.keybind.narrator_readout:key.keyboard.unknown
key_quark.keybind.narrator_full_readout:key.keyboard.unknown
key_quark.keybind.variant_selector:key.keyboard.r
key_supplementaries.keybind.quiver:key.keyboard.v
key_key.diet.open.desc:key.keyboard.unknown
key_key.entityculling.toggle:key.keyboard.unknown
key_key.pickup.item:key.keyboard.unknown
key_key.firstperson.toggle:key.keyboard.unknown
soundCategory_master:0.11092715231788079
soundCategory_music:0.08098591549295775
soundCategory_record:1.0
soundCategory_weather:1.0
soundCategory_block:1.0
soundCategory_hostile:1.0
soundCategory_neutral:1.0
soundCategory_player:1.0
soundCategory_ambient:1.0
soundCategory_voice:1.0
soundCategory_master:0.07450331125827815
soundCategory_music:1.0
soundCategory_record:0.7323943661971831
soundCategory_weather:0.007042253521126761
soundCategory_block:0.6901408450704225
soundCategory_hostile:0.6901408450704225
soundCategory_neutral:0.7676056338028169
soundCategory_player:0.6690140845070423
soundCategory_ambient:0.7253521126760564
soundCategory_voice:0.6936619718309859
modelPart_cape:true
modelPart_jacket:true
modelPart_left_sleeve:true