mirror of
https://github.com/xHyroM/aetheria.git
synced 2024-12-22 20:41:06 +01:00
243 lines
8.4 KiB
TOML
Executable file
243 lines
8.4 KiB
TOML
Executable file
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#Tweak and change the various block animations.
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#Only cosmetic stuff in here so to leave default if not interested.
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#Remember to delete this and server configs and let it refresh every once in a while since I might have tweaked it
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[blocks]
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[blocks.globe]
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#Enable a random globe texture for each world
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random_world = true
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#Displays current coordinates when using a globe
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show_coordinates = true
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[blocks.notice_board]
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#Allows notice board displayed text to be centered instead of being left aligned
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centered_text = true
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[blocks.clock_block]
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#Display 24h time format. False for 12h format
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24h_format = true
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[blocks.pedestal]
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#Enable displayed item spin
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spin = true
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#Spin speed
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#Range: 0.0 ~ 100.0
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speed = 2.0
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#Enable special display types for items like swords, tridents or end crystals
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fancy_renderers = true
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[blocks.bubble_block]
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#Wobbling intensity. set to 0 to disable
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#Range: 0.0 ~ 1.0
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wobble = 0.2
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#How fast it grows when created. 1 to be instant
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#Range: 0.0 ~ 1.0
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grow_speed = 0.4
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[blocks.item_shelf]
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#Translate down displayed 3d blocks so that they are touching the shelf.
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#Note that they will not be centered vertically this way
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supported_blocks = true
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[blocks.wind_vane]
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#Wind vane animation swings according to this equation:
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#pitch(time) = max_angle_1*sin(2pi*time*pow/period_1) + <max_angle_2>*sin(2pi*time*pow/<period_2>)
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#where:
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# - pow = max(1,redstone_power*<power_scaling>)
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# - time = time in ticks
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# - redstone_power = block redstone power
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#<power_scaling> = how much frequency changes depending on power. 2 means it spins twice as fast each power level (2* for rain, 4* for thunder)
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#increase to have more distinct indication when weather changes
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#Range: 1.0 ~ 100.0
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power_scaling = 3.0
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#Amplitude (maximum pitch) of first sine wave
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#Range: 0.0 ~ 360.0
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max_angle_1 = 30.0
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#Range: 0.0 ~ 360.0
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max_angle_2 = 10.0
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#Base period in ticks at 0 power of first sine wave
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#Range: 0.0 ~ 2000.0
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period_1 = 450.0
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#This should be kept period_1/3 for a symmetric animation
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#Range: 0.0 ~ 2000.0
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period_2 = 150.0
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[blocks.flag]
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#How slow a flag will oscillate. (Period of oscillation)
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#Lower value = faster oscillation
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#Range: 0 ~ 10000
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slowness = 100
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#How wavy the animation will be in pixels. (Wavelength)
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#Range: 0.001 ~ 100.0
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wavyness = 4.0
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#How tall the wave lobes will be. (Wave amplitude)
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#Range: 0.0 ~ 100.0
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intensity = 1.0
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#How much the wave amplitude increases each pixel. (Amplitude increment per pixel)
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#Range: 0.0 ~ 10.0
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intensity_increment = 0.3
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#At which graphic settings flags will have a fancy renderer: 0=fast, 1=fancy, 2=fabulous
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#Allowed Values: FAST, FANCY, FABULOUS
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fanciness = "FABULOUS"
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#Makes flags render as sideways banner. Ignores many of the previously defined configs
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render_as_banner = false
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[blocks.captured_mobs]
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#THIS IS ONLY FOR VISUALS! To allow more entities in cages you need to edit the respective tags!
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#A list of mobs that can be ticked on client side when inside jars. Mainly used for stuff that has particles. Can cause issues and side effects so use with care
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tickable_inside_jars = ["iceandfire:pixie", "druidcraft:dreadfish", "druidcraft:lunar_moth", "alexsmobs:hummingbird"]
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[blocks.hat_stand]
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[blocks.hat_stand.swing_physics]
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frequency = 1.5
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collision_considers_entity_hitbox = true
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collision_inertia = 1.5
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collision_force = 15.0
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min_angle = 0.0
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max_angle = 54.999996
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damping = 1.625
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[blocks.turn_table]
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#Display visual particles when a block is rotated
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turn_particles = true
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[blocks.speaker_block]
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#Mute speaker block incoming narrator messages and displays them in chat instead
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mute_narrator = false
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[blocks.rope]
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#Amplitude of rope wobbling effect
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#Range: 0.0 ~ 20.0
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wobbling_amplitude = 1.2
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#Period of rope wobbling effect
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#Range: 0.01 ~ 200.0
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wobbling_period = 12.0
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#Particle parameters
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[particles]
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#Rotation particle
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[particles.turn_particle]
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#An RGBA color
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initial_color = "#002A77EA"
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#An RGBA color
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fade_color = "#0032BEFA"
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#General settings
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[general]
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#Disables Optifine warn screen
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no_optifine_warn_screen = false
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#Disables Amendments suggestion screen
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no_amendments_screen = false
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#Enable Quark style config button on main menu. Needs Configured installed to work
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config_button = false
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#Config button Y offset
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#Range: -10000 ~ 10000
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config_button_y_offset = 0
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#Show some tooltip hints to guide players through the mod
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tooltip_hints = true
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#Show tooltips items that have been made placeable
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placeable_tooltips = true
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#Enables custom Configured config screen
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custom_configured_screen = true
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#ignore this
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#Range: -10.0 ~ 10.0
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test1 = 0.0
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#ignore this
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#Range: -10.0 ~ 10.0
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test2 = 0.0
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#ignore this
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#Range: -10.0 ~ 10.0
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test3 = 0.0
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#Game tweaks
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[tweaks]
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#Colors the brewing stand potion texture depending on the potions it's brewing.
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#If using a resource pack add tint index from 0 to 3 to the 3 potion layers
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brewing_stand_colors = true
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#Makes tipped arrows show their colors when loaded with a crossbow
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crossbows_colors = true
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#Allow to right click with a clock to display current time in numerical form
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clock_right_click = true
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#Allow to right click with a compass to display current coordinates in numerical form
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compass_right_click = false
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#Renders an enchantment glint on placeable enchanted booksNote that turning this on will make book piles use tile renderer instead of baked models making them slower to render
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placeable_books_glint = false
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#Placeable books random colors
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placeable_books_random_colors = ["brown", "orange", "yellow", "red", "green", "lime", "cyan", "blue", "purple"]
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#Enables banner pattern tooltip image preview
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banner_pattern_tooltip = true
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#Enables paintings tooltip image preview
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paintings_tooltip = true
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#Enables sherds tooltip image preview
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sherds_tooltip = true
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#Size of the tooltip image used for Sherds, Blackboards, Banner patterns and Paintings
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#Range: 1 ~ 255
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tooltip_image_size = 80
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#Wearing mob heads will apply post processing
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mob_head_shaders = true
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#Sends your current chat when you die while typing
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send_chat_on_death = true
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[tweaks.colored_maps]
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#Needs the server config with same name on. If on here it will ignore the server one and keep vanilla colors
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tinted_blocks_on_maps = true
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#Colors tall grass same color as grass
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tall_grass_color = true
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#Makes colored maps a bit more accurate. Might affect performance
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accurate_colors = false
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[items]
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[items.slingshot]
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#Adds an overlay to slingshots in gui displaying currently selected block
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overlay = true
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#Render the block outline for distant blocks that are reachable with a slingshot enchanted with Stasis
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stasis_block_outline = true
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#An RGBA color for the block outline in hex format, for example 0x00000066 for vanilla outline colors
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block_outline_color = "#FFFFFF66"
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#How big should a slingshot projectile look
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#Range: 0.0 ~ 1.0
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projectile_scale = 0.5
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[items.altimeter]
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#Click action for depth meter which displays current depth
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click_action = true
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#Allows depth meter to have unique textures per each dimension. Add more dimensions IDs and a matching texture in the correct path replacing ':' with '_'
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#This is a list. Add more entries with syntax [[...]]
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extra_dimension_textures = ["minecraft:the_nether", "minecraft:the_end"]
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#Increasing this to be more than 1 will result in delth meter display image to be shown in float amounts instead of pixel perfect ones
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#Range: 1 ~ 10
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texture_precision_multiplier = 1
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[items.quiver]
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#Z offset for quiver render when wearing armor. Useful for when you have custom armor bigger than vanilla to void clipping. Leave at -1 for automatic offset
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#Range: -1.0 ~ 1.0
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armor_render_offset = -1.0
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#How quivers should render onto players
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#Allowed Values: HIDDEN, BACK, HIP, THIGH
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render_mode = "THIGH"
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#How skeleton with quivers should render it
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#Allowed Values: HIDDEN, BACK, HIP, THIGH
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skeleton_render_mode = "THIGH"
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#Adds an overlay to quivers in gui displaying currently selected arrow
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overlay = true
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#Allows using your mouse to select an arrow in the quiver GUI
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mouse_movement_in_gui = true
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#Quiver GUI X offset from default position
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#Range: -1000 ~ 1000
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gui_x_offset = 0
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#Quiver GUI Y offset from default position
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#Range: -1000 ~ 1000
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gui_y_offset = 0
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[items.wrench]
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#Display visual particles when a block is rotated
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turn_particles = true
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[items.flute]
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#Display visual particles when a playing a flute
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note_particles = true
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