Code:
# Configuration file
cave-ins {
# Set this to false to disable cave-ins. [default: true]
B:enableCaveIns=true
# Set this to false to make cave-ins drop the ore item instead of destroy it. [default: true]
B:enableCaveInsDestroyOre=true
# This number is a 1 in X chance that when you mine a block, a collapse will occur. [range: 1 ~ 1000, default: 10]
I:initialCollapseRatio=10
# This is the minimum number of solid blocks that must be over a section in order for it to collapse. [range: 0 ~ 256, default: 1]
I:minimumRockLoad=1
# This number is the likelihood for each block to propagate the collapse farther. [range: 1 ~ 100, default: 55]
I:propogateCollapseChance=55
}
colors {
"color nutrient a" {
# [range: 0 ~ 255, default: 237]
I:Red=237
# [range: 0 ~ 255, default: 28]
I:Green=28
# [range: 0 ~ 255, default: 36]
I:Blue=36
# [range: 0 ~ 255, default: 200]
I:Alpha=200
}
"color nutrient b" {
# [range: 0 ~ 255, default: 242]
I:Red=242
# [range: 0 ~ 255, default: 101]
I:Green=101
# [range: 0 ~ 255, default: 34]
I:Blue=34
# [range: 0 ~ 255, default: 200]
I:Alpha=200
}
"color nutrient c" {
# [range: 0 ~ 255, default: 247]
I:Red=247
# [range: 0 ~ 255, default: 148]
I:Green=148
# [range: 0 ~ 255, default: 49]
I:Blue=49
# [range: 0 ~ 255, default: 200]
I:Alpha=200
}
"color fertilizer" {
# [range: 0 ~ 255, default: 255]
I:Red=255
# [range: 0 ~ 255, default: 255]
I:Green=255
# [range: 0 ~ 255, default: 0]
I:Blue=0
# [range: 0 ~ 255, default: 200]
I:Alpha=200
}
"color anvil rule 0" {
# [range: 0 ~ 255, default: 237]
I:Red=237
# [range: 0 ~ 255, default: 28]
I:Green=28
# [range: 0 ~ 255, default: 36]
I:Blue=36
# [range: 0 ~ 255, default: 255]
I:Alpha=255
}
"color anvil rule 1" {
# [range: 0 ~ 255, default: 242]
I:Red=242
# [range: 0 ~ 255, default: 101]
I:Green=101
# [range: 0 ~ 255, default: 34]
I:Blue=34
# [range: 0 ~ 255, default: 255]
I:Alpha=255
}
"color anvil rule 2" {
# [range: 0 ~ 255, default: 247]
I:Red=247
# [range: 0 ~ 255, default: 148]
I:Green=148
# [range: 0 ~ 255, default: 49]
I:Blue=49
# [range: 0 ~ 255, default: 255]
I:Alpha=255
}
}
crops {
# This is a global multiplier for the rate at which crops will grow. Increase to make crops grow faster. [range: 0.01 ~ 100.0, default: 1.2]
S:cropGrowthModifier=1.2
# Set to true to enable crop death from old age. [default: true]
B:enableCropsDie=true
}
"food decay" {
# If a food item has not been ticked for >= this number of days than when it is ticked for the first time, only a small amount of decay will occur. [range: 1 ~ 12000, default: 8]
I:decayProtectionDays=8
# This is a global multiplier for food decay. Unlike FoodDecayRate which only modifies the base decay and not the environmental effect upon decay, this multiplier will multiply against the entire amount. Set to 0 to turn decay off. [range: 0.0 ~ 100.0, default: 1.0]
S:foodDecayMultiplier=1.0
# This number causes base decay to equal 50% gain per day. If you wish to change, I recommend you look up a y-root calculator 1.0170378966055869517978300569768^24 = 1.5 [range: 1.0 ~ 2.0, default: 1.0170379]
S:foodDecayRate=1.0170379
# Set this to false if you want food to auto decay when a chunk is loaded instead of limiting decay when a chunk has been unloaded for a long period. [default: true]
B:useDecayProtection=true
}
general {
# If true, then the side of a grass block which has another grass block adjacent and one block lower than it will show as completely grass. [default: true]
B:enableBetterGrass=true
# Set this to true if you want to turn on debug mode which is useful for bug hunting. [default: false]
B:enableDebugMode=false
# Set this to true to enable finite water. Two adjacent source water blocks will not create a third. [default: false]
B:enableFiniteWater=false
# Set to false to show hidden items in NEI. Note that most of these items were hidden to prevent players from cheating them in and crashing their game. [default: true]
B:enableNEIHiding=true
# Set this to false to disable powder keg explosions. [default: true]
B:enablePowderKegs=true
# Set this to false to disable saplings dropping from harvested leaf blocks. [default: true]
B:enableSaplingDrops=true
# Set this to false to disable seeds being placed on the ground when a crop on farmland dies from natural causes such as freezing temperatures, old age, or not enough sunlight. [default: true]
B:enableSeedDrops=true
# Should sides of detailed blocks be considered solid? [default: true]
B:enableSolidDetailed=true
# Set to false to hide the tool mode indicator that is displayed next to the hotbar for tools such as chisels and hoes. [default: true]
B:enableToolModeIndicator=true
# Divisor to set speed of Hammer breaking Smooth and Brick Blocks. Higher is SLOWER! [range: 1 ~ 360, default: 90]
I:hammerBreakSpeed=90
# Maximum count of removed sub-blocks on one side for the detailed block side to still be solid. [range: 0 ~ 64, default: 12]
I:maxRemovedSolidDetailed=12
# Set this to true if you don't like onions. [default: false]
B:onionsAreGross=false
# Valid position strings are: bottomleft, left, topleft, bottomright, right, topright [default: bottomleft]
S:quiverHUDPosition=bottomleft
}
materials {
# The metal units provided by a single piece of normal ore. [range: 1 ~ 250, default: 50]
I:normalOreUnits=50
# The metal units provided by a single piece of poor ore. [range: 1 ~ 150, default: 25]
I:poorOreUnits=25
# The metal units provided by a single piece of rich ore [range: 1 ~ 350, default: 75]
I:richOreUnits=75
# The metal units provided by a single piece of small ore or nugget. [range: 1 ~ 100, default: 10]
I:smallOreUnits=10
}
"overworked chunks" {
# Set this to false to disable the overworking of chunks when using a gold pan or sluice. [default: true]
B:enableOverworkingChunks=true
# The overworked cap for filling a gold pan in a specific chunk. Both filling a gold pan or using a sluice in the chunk count towards this value. [range: 1 ~ 500, default: 50]
I:goldPanLimit=50
# The overworked cap for a sluice scanning one soil unit in a specific chunk. Both filling a gold pan or using a sluice in the chunk count towards this value [range: 1 ~ 3000, default: 300]
I:sluiceLimit=300
}
player {
# The maximum achievable health pool total. [range: 1000 ~ 50000, default: 3000]
I:healthGainCap=3000
# The rate of Health Gain per experience level. Set to 0 to turn off. [range: 0 ~ 100, default: 20]
I:healthGainRate=20
}
server {
# For every X number of ticks provided here, when there are no players online the server will only progress by 1 tick. Time advances 100 times slower than normal. Setting this to 0 will turn this feature off. [range: 0 ~ 2147483647, default: 1000]
I:simSpeedNoPlayers=1000
}
"spawn protection" {
# The maximum number of months of spawn protection that can accumulate. [range: 0 ~ 120, default: 10]
I:maxProtectionMonths=10
# The minimum number of hours of protection that must be accumulated in a chunk in order to bypass the buffer and prevent hostile mob spawning. [range: 0 ~ 2304, default: 24]
I:protectionBuffer=24
# The number of hours of protection gained in the 5x5 chunk area for spending 1 hour in that chunk. [range: 0 ~ 24, default: 8]
I:protectionGain=8
}
time {
# This is a global multiplier for the gestation period of animals, as well as how long it takes for them to reach adulthood. Decrease for faster times. [range: 0.01 ~ 100.0, default: 1.0]
S:animalTimeMultiplier=1.0
# This is the number of hours that the bloomery should burn before being completed. [range: 1.0 ~ 2304.0, default: 14.4]
S:bloomeryBurnTime=14.4
# This is the number of hours that the charcoal pit should burn before being completed. [range: 1.0 ~ 2304.0, default: 18.0]
S:charcoalPitBurnTime=18.0
# This determines how much fuel is used over time from oil lamps. Setting this higher will make fuel last longer. A mult of 1 = 250 hours, 4 = 1000 hours, 8 = 2000 hours. [range: 1 ~ 50, default: 8]
I:oilLampFuelMult=8
# This is the number of hours that the pit kiln should burn before being completed. [range: 1.0 ~ 2304.0, default: 8.0]
S:pitKilnBurnTime=8.0
# This is a global multiplier for the number of days required before a sapling can grow into a tree. Decrease for faster sapling growth. [range: 0.01 ~ 100.0, default: 1.0]
S:saplingTimerMultiplier=1.0
# This is a global multiplier for the rate at which items cool down. Increase to make items cool down faster. [range: 0.01 ~ 100.0, default: 1.0]
S:tempDecreaseMultiplier=1.0
# This is a global multiplier for the rate at which items heat up. Increase to make items heat up faster. [range: 0.01 ~ 100.0, default: 1.0]
S:tempIncreaseMultiplier=1.0
# This is how many in-game hours torches will last before burning out. Set to 0 for infinitely burning torches. [range: 0 ~ 2304, default: 96]
I:torchBurnTime=96
# This is how many days are in a year. Keep this to multiples of 12. [range: 96 ~ 12000, default: 96]
I:yearLength=96
}
"world generation" {
# Controls the chance of a lava fissure generating, smaller value is higher chance, more fissures. Set to 0 to disable lava fissures. [range: 0 ~ 1000, default: 25]
I:lavaFissureRarity=25
# Controls the chance of a ravine generating, smaller value is higher chance, more ravines. Set to 0 to disable ravines. [range: 0 ~ 1000, default: 100]
I:ravineRarity=100
# Controls the chance of a water fissure generating, smaller value is higher chance, more fissures. Set to 0 to disable water fissures. [range: 0 ~ 1000, default: 90]
I:waterFissureRarity=90
}