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https://git.fellies.tech/minecraft/fellies.git
synced 2021-02-13 10:18:48 +00:00
v0.10-1.16.5-36.0.22
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@ -1347,4 +1347,11 @@
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active = true
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["Stratum Config: quark_slate"]
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active = true
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active = true
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["Stratum Config: byg_mossy_stone"]
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active = false
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["Stratum Config: astral_marble"]
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active = false
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@ -182,6 +182,9 @@
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"Enable Blaze Lantern" = true
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"Enable Bamboo Block" = true
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"Enable Berry Sack" = true
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#
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#Allowed values: [0,)
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"Bamboo Bundle Fuel Time" = 500
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"Enable Golden Apple Crate" = true
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"Enable Sugar Cane Block" = true
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"Enable Bonded Leather" = true
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@ -1,19 +0,0 @@
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[grid]
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#Whether the Grid should use a large font for stack quantity display
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largeFont = false
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#Whether the Grid should display a detailed tooltip when hovering over an item or fluid
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detailedTooltip = true
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#Whether the Grid should prevent sorting while the shift key is held down
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preventSortingWhileShiftIsDown = true
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#Whether the Grid should remember the search query when closing and re-opening the Grid
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rememberSearchQuery = true
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#The maximum amount of rows that the Grid can show when stretched
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#Range: > 3
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maxRowsStretch = 2147483647
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[crafterManager]
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#The maximum amount of rows that the Crafter Manager can show when stretched
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#Range: > 3
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maxRowsStretch = 2147483647
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91
config/tetra.toml
Normal file
91
config/tetra.toml
Normal file
@ -0,0 +1,91 @@
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[misc]
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#Enable modular shields
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shield = true
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#Enable modular single headed implements
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single_headed = true
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#Enables commands & data reloading functionality useful for development, has a negative impact on performance
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development = false
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#If enabled and Curios is installed, Toolbelts will only work in the Curio belt slot
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toolbelt_curio_only = false
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#Multiplier for magic capacity gains, increasing this may be useful when having a large set enchantments added by other mods
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#Range: 0.0 ~ 1.7976931348623157E308
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magic_cap_multiplier = 1.0
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#Enable modular crossbows
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crossbow = true
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#Enables the enchantment glint rendering on modular items
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glint = true
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#Allow the reach attribute to modify the distance at which players can hit entities
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entity_reach = true
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#Enable the look advancement trigger, used for some advancements.
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look_trigger = true
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#Enable modular bows
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bow = true
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#World generation settings
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[worldgen]
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#Generates features in the world, further configuration available in "tetra/data/structures/"
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features = true
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#Used to limit how deep the feature generator will recurse into feature children, helps to avoid recursive loops and cascading worldgen in 3d-party generation features
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#Range: 0 ~ 64
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feature_depth = 8
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#The number of geodes that should generate per chunk, set to 0 to disable
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#Range: 0 ~ 65536
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geode_density = 120
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#Allows tetra items to "level up" after being used a certain amount of times, allowing the player to choose from different ways to "hone" 1 module on the item. Major modules also settle after some time, increasing its integrity
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[module_progression]
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#Integrity multiplier for sword honing, a value of 2 would cause a sword which uses 3 integrity to require 2*3 times as many uses before it can be honed
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#Range: > -2147483648
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hone_sword_integrity_multiplier = 65
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#The base value for number of uses required before a tool can be honed
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#Range: > -2147483648
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hone_double_base = 140
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#Integrity multiplier for tool honing, a value of 2 would cause a sword which uses 3 integrity to require 2*3 times as many uses before it can be honed
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#Range: > -2147483648
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hone_double_integrity_multiplier = 75
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#The base value for number of uses required for a module to settle
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#Range: > -2147483648
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settle_base = 270
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#Level multiplier for settling limit, a value of 3 would cause a module that has settled once to require 3x as many uses before it settles again
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#Range: 4.9E-324 ~ 1.7976931348623157E308
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settle_level_multiplier = 3.0
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#The base value for number of uses required before a sword can be honed
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#Range: > -2147483648
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hone_sword_base = 110
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#Durability multiplier for settling limit, a value of 1 would cause a module with 75 durability to require an additional 75 uses before it settles
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#Range: 4.9E-324 ~ 1.7976931348623157E308
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settle_durability_multiplier = 0.5
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enabled = true
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#Toggles & config for experimental features
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[experimental]
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#The base value for number of uses required before a bow can be honed
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#Range: > -2147483648
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hone_bow_base = 48
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#Integrity multiplier for single headed implement honing, a value of 2 would cause an implement which uses 3 integrity to require 2*3 times as many uses before it can be honed
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#Range: > -2147483648
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hone_single_headed_integrity_multiplier = 32
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#Integrity multiplier for bow honing, a value of 2 would cause a bow which uses 3 integrity to require 2*3 times as many uses before it can be honed
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#Range: > -2147483648
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hone_bow_integrity_multiplier = 32
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#Integrity multiplier for crossbow honing, a value of 2 would cause a crossbow which uses 3 integrity to require 2*3 times as many uses before it can be honed
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#Range: > -2147483648
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hone_crossbow_integrity_multiplier = 32
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#The base value for number of uses required before a crossbow can be honed
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#Range: > -2147483648
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hone_crossbow_base = 48
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#Integrity multiplier for shield honing, a value of 2 would cause a shield which uses 3 integrity to require 2*3 times as many uses before it can be honed
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#Range: > -2147483648
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hone_shield_integrity_multiplier = 32
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#Enable the stonecutter module for swords, the stonecutter has to be removed from loot tables if this is disabled
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stonecutter = true
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#Enable the extractor bedrock functionality
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extractor = true
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#The base value for number of uses required before a single headed implement can be honed
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#Range: > -2147483648
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hone_single_headed_base = 48
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#The base value for number of uses required before a shield can be honed
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#Range: > -2147483648
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hone_shield_base = 48
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