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Change config related to the testing user
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vendored
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@ -6,4 +6,5 @@ saves/
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# files
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# files
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.curseclient
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.curseclient
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minecraftinstance.json
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minecraftinstance.json
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options.txt
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realms_persistence.json
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realms_persistence.json
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@ -4,30 +4,30 @@
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#General
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#General
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[entity.general]
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[entity.general]
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#Allow AI tasks to be removed from entities at runtime. If this is disable no per mob or per mob type removes will run.
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allow_remove_calls = true
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#Allows repeat remove calls to bubble to the top of the list to improve performance of repeat mob spawning.
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#Allows repeat remove calls to bubble to the top of the list to improve performance of repeat mob spawning.
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enable_call_bubbling = true
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enable_call_bubbling = true
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#Allow AI tasks to be removed from entities at runtime. If this is disable no per mob or per mob type removes will run.
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allow_remove_calls = true
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#Entity Mob
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#Entity Mob
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[entity.mob]
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[entity.mob]
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#Remove the look at goal (player or attack target) AI task. This will cause AIs to not face targets or walking directions.
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#Remove the look at goal (player or attack target) AI task. This will cause AIs to not face targets or walking directions.
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remove_look_goal = false
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remove_look_goal = false
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#Remove the look at random position AI task. This will cause AIs to feel a little lifeless as they do not animate head movement while idle.
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remove_look_random = false
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#Replaces the default look controller with a version featuring cached tan math improving performance. Only works on vanilla style mobs, if a mod overrides the look controller it will skip.
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#Replaces the default look controller with a version featuring cached tan math improving performance. Only works on vanilla style mobs, if a mod overrides the look controller it will skip.
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replace_look_controller = true
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replace_look_controller = true
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#Remove the look at random position AI task. This will cause AIs to feel a little lifeless as they do not animate head movement while idle.
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remove_look_random = false
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#Entity Fish
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#Entity Fish
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[entity.fish]
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[entity.fish]
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#Remove the fish's AI task to follow a leader fish to act as a group of fish.
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remove_follow_leader = false
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#Remove the fish's random swimming pathfinder. This will cause fish to stay in position more often.
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#Remove the fish's random swimming pathfinder. This will cause fish to stay in position more often.
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remove_swim = false
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remove_swim = false
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#Remove the fish's panic pathfinder. This will cause fish to not run away.
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#Remove the fish's panic pathfinder. This will cause fish to not run away.
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remove_panic = false
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remove_panic = false
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#Remove the fish's AI task to avoid players.
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#Remove the fish's AI task to avoid players.
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remove_avoid_player = false
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remove_avoid_player = false
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#Remove the fish's AI task to follow a leader fish to act as a group of fish.
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remove_follow_leader = false
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#Remove the fish's AI task to puff up when entities are nearby
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#Remove the fish's AI task to puff up when entities are nearby
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remove_puff = false
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remove_puff = false
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@ -1,18 +1,18 @@
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#World generation related options.
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#World generation related options.
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[overworld]
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[overworld]
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#The size of generated biomes.
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#Allowed Values: TINY, SMALL, MEDIUM, LARGE, HUGE
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biome_size = "MEDIUM"
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#The size of generated rivers.
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#Allowed Values: TINY, SMALL, MEDIUM, LARGE, HUGE
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river_size = "MEDIUM"
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#Type of temperature zones to use during biome placement.
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#Allowed Values: LATITUDE, SMALL_ZONES, MEDIUM_ZONES, LARGE_ZONES, RANDOM
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temperature_variation_scheme = "MEDIUM_ZONES"
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#Type of rainfall zones to use during biome placement.
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#Type of rainfall zones to use during biome placement.
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#Allowed Values: SMALL_ZONES, MEDIUM_ZONES, LARGE_ZONES, RANDOM
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#Allowed Values: SMALL_ZONES, MEDIUM_ZONES, LARGE_ZONES, RANDOM
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rainfall_variation_scheme = "MEDIUM_ZONES"
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rainfall_variation_scheme = "MEDIUM_ZONES"
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#Enhance vanilla biomes by adding additional decoration.
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#Enhance vanilla biomes by adding additional decoration.
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enhance_vanilla_biomes = true
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enhance_vanilla_biomes = true
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#The size of generated biomes.
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#Allowed Values: TINY, SMALL, MEDIUM, LARGE, HUGE
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biome_size = "MEDIUM"
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#Type of temperature zones to use during biome placement.
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#Allowed Values: LATITUDE, SMALL_ZONES, MEDIUM_ZONES, LARGE_ZONES, RANDOM
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temperature_variation_scheme = "MEDIUM_ZONES"
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#The size of generated rivers.
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#Allowed Values: TINY, SMALL, MEDIUM, LARGE, HUGE
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river_size = "MEDIUM"
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