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Enigmatica configs

This commit is contained in:
2021-01-24 17:10:27 +01:00
parent 5a06719b8a
commit 8d0cd17a27
665 changed files with 12258 additions and 21014 deletions

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#Client-related options.
[gui]
#Select the Biomes O' Plenty world type by default.
use_world_type = false

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[Tooltips]
#If TRUE, Enchantment descriptions will be added to the tooltip for Enchanted Books containing only a single enchantment.
"Show Enchantment Descriptions" = false
#If TRUE, Item descriptions will be added to their tooltips if possible.
"Show Item Descriptions" = true
#If TRUE and Advanced Tooltips are enabled (F3+H), Tags will be will be added to item tooltips if possible.
"Show Item Tags" = false
#If TRUE, CoFH Items will always show full details (charge state, etc.) and will not require Shift to be held down.
"Always Show Item Details" = false
#If TRUE, CoFH Items will display a message prompting to hold Shift to see full details (charge state, etc.). This does not change the behavior, only if the informational message should display.
"Show 'Hold Shift for Details' Message" = true

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#
#Client-only settings - If you're looking for general settings, look inside your worlds serverconfig folder!
[client]
#
#Show item descriptions on Shift and controls on Ctrl.
enableTooltips = true
#
#Display a tooltip when looking at overstressed components.
enableOverstressedTooltip = true
#
#Log a stack-trace when rendering issues happen within a moving contraption.
explainRenderErrors = false
#
#Range: 0.0 ~ 1.0
fanParticleDensity = 0.5
#
#Show colourful debug information while the F3-Menu is open.
enableRainbowDebug = true
#
#Offset the overlay from goggle- and hover- information by this many pixels on the X axis; Use /create overlay
#Range: > -2147483648
overlayOffsetX = 20
#
#Offset the overlay from goggle- and hover- information by this many pixels on the Y axis; Use /create overlay
#Range: > -2147483648
overlayOffsetY = 0

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config[client]/ding.toml Normal file
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#Configs related to how ding works
[ding]
#Resource Location based name of the sound file to play when Minecraft finishes loading.
#EG: "ui.button.click" or "entity.experience_orb.pickup"
#
#This can also be a mod sound if the mod is installed.
#EG: "modname:modsound.boing"
#
#If you want to use external sounds, consider looking into the mod Additional Resources
name = "entity.experience_orb.pickup"
#Pitch of the sound (when Minecraft loads)
#Range: 0.0 ~ 10.0
pitch = 1.0
#Resource Location based name of the sound file to play when the world finishes loading (after connecting to a server).
#
#Look at the "name" config for more details.
nameWorld = "entity.experience_orb.pickup"
#Pitch of the sound (when the world loads after connecting to a server)
#Range: 0.0 ~ 10.0
pitchWorld = 1.0
#Resource Location based name of the sound file to play when resources complete reloading.
#
#Look at the "name" config for more details.
nameResourcesReload = "entity.experience_orb.pickup"
#Pitch of the sound (when resources complete reloading)
#Range: 0.0 ~ 10.0
pitchResourcesReload = 1.0
#Play sound when the game loads.
playOnLoad = true
#Play sound when the world loads after connecting to a server.
playOnWorld = true
#Play sound when resources complete reloading. Requires game to be restarted.
playOnResourcesReload = true
#If Ding can't find the third party sound you added with other mods (EG: Additional Resources), try turning this on to skip that check.
skipSoundEventCheck = false

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#Client only settings, mostly things related to rendering
[client]
#Toggle off to make missing model text in the gui fit inside the slot.
zoomInMissingModelTextInGui = false
#Enable uploading cloud geometry to the GPU for faster rendering.
forgeCloudsEnabled = true
#Disable culling of hidden faces next to stairs and slabs. Causes extra rendering, but may fix some resource packs that exploit this vanilla mechanic.
disableStairSlabCulling = false
#Enable Forge to queue all chunk updates to the Chunk Update thread.
#May increase FPS significantly, but may also cause weird rendering lag.
#Not recommended for computers without a significant number of cores available.
alwaysSetupTerrainOffThread = false
#Enable the Forge block rendering pipeline - fixes the lighting of custom models.
forgeLightPipelineEnabled = true
#EXPERIMENTAL: Enable the Forge block rendering pipeline - fixes the lighting of custom models.
experimentalForgeLightPipelineEnabled = true
#When enabled, makes specific reload tasks such as language changing quicker to run.
selectiveResourceReloadEnabled = true
#When enabled, Forge will show any warnings that occurred during loading.
showLoadWarnings = true
#Set to true to use a combined DEPTH_STENCIL attachment instead of two separate ones.
useCombinedDepthStencilAttachment = false

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#Noise added to map to make it look less plastic
#Range: 0.0 ~ 0.5
noise = 0.05000000074505806
#Shadow intensity
#Range: 0.0 ~ 0.3
shadows = 0.10000000149011612
#Chunk grid overlay in large map
chunk_grid = false
#Reduces color palette to 256 colors
reduced_color_palette = false
#Color intensity
#Range: 0.0 ~ 1.0
saturation = 1.0
#Show claimed chunks on the map
claimed_chunks_on_map = true
#Show your own claimed chunks on the map
own_claimed_chunks_on_map = true
#Show waypoints in world
in_world_waypoints = true
#Enables creation of death waypoints
death_waypoints = true
#Different ways to render map
#Allowed Values: NONE, NIGHT, TOPOGRAPHY, BLOCKS, BIOME_TEMPERATURE, LIGHT_SOURCES
map_mode = "NONE"
#How many blocks should height checks skip in water. 0 means flat water, ignoring terrain
#Range: 0 ~ 128
water_height_factor = 8
#Enables minimap to show up in corner
#Allowed Values: DISABLED, BOTTOM_LEFT, LEFT, TOP_LEFT, TOP_RIGHT, RIGHT, BOTTOM_RIGHT
minimap = "TOP_RIGHT"
#Scale of minimap
#Range: 0.25 ~ 4.0
minimap_scale = 1.0
#Minimap will not rotate
minimap_locked_north = true
#Show waypoints on minimap
minimap_waypoints = true
#Show entities on minimap
minimap_entities = true
#Show entity heads on minimap
minimap_entity_heads = true
#Show player heads on minimap
minimap_player_heads = true
#Entities in minimap will be larger
minimap_large_entities = false
#Show XYZ under minimap
minimap_xyz = true
#Show biome under minimap
minimap_biome = true
#Blurs minimap
minimap_blur = true
#Adds NWSE compass inside minimap
minimap_compass = true
#Minimap visibility
#Range: 0 ~ 255
minimap_visibility = 255
#Show zone (claimed chunk or wilderness) under minimap
minimap_zone = true
#Enables debug info
debug_info = false

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#The names of the Dimensions for the Death Note
dimension_names = ["minecraft:overworld=Overworld", "minecraft:nether=Nether", "minecraft:the_end=The End"]
#The date format outputted by clicking the gravestone or displayed in the death note
grave_date_format = "yyyy/MM/dd HH:mm:ss"
#If this is set to true the players head will be rendered on the gravestone when there is a full block under it
render_skull = true
#The color of the text at the gravestone (Hex RGB)
grave_text_color = "FFFFFF"

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#Sorting customization
[sorting]
#Rules for sorting
#Each element is of the form <POS> <CATEGORY>
#A-D is the row from top to bottom
#1-9 is the column from left to right
#POS denotes the target slots
#Exs. POS = D3 means 3rd slot of hotbar
# POS = B means 2nd row, left to right
# POS = 9 means 9th column, bottom to top
# POS = A1-C9 means slots A1,A2,…,A9,B1,…,B9,C1,…,C9
# POS = A9-C1 means slots A9,A8,…,A1,B9,…,B1,C9,…,C1
#Append v to POS of the form A1-C9 to move in columns instead of rows
#Append r to POS of the form B or 9 to reverse slot order
#CATEGORY is the item category to designate the slots to
#CATEGORY = /LOCKED prevents slots from moving in sorting
#CATEGORY = /FROZEN has the effect of /LOCKED and, in addition, ignores slot in auto-refill
#CATEGORY = /OTHER covers all remaining items after other rules are exhausted
rules = ["D /LOCKED", "A1-C9 /OTHER"]
#Custom settings per GUI
#x = x-position of external sort button relative to GUI top left
#y = same as above except for the y-position
#Omit x and y to leave position unchanged
#sortRange = slots to sort
#E.g. sortRange = "5,0-2" sorts slots 5,0,1,2 in that order
#sortRange = "" disables sorting for that container
#Out-of-bound slots are ignored
#Omit sortRange to leave as default
[[sorting.containerOverrides]]
containerClass = "com.tfar.craftingstation.CraftingStationContainer"
sortRange = ""
[[sorting.containerOverrides]]
containerClass = "tfar.dankstorage.container.DankContainers"
sortRange = ""
[[sorting.containerOverrides]]
containerClass = "mcjty.rftoolsutility.modules.crafter.blocks.CrafterContainer"
sortRange = ""
[[sorting.containerOverrides]]
containerClass = "appeng.container.implementations.InterfaceTerminalContainer"
sortRange = ""
[[sorting.containerOverrides]]
containerClass = "appeng.container.implementations.CraftingTermContainer"
sortRange = ""
[[sorting.containerOverrides]]
containerClass = "appeng.container.implementations.PatternTermContainer"
sortRange = ""
[[sorting.containerOverrides]]
containerClass = "appeng.container.implementations.WirelessTermContainer"
sortRange = ""
[[sorting.containerOverrides]]
containerClass = "com.refinedmods.refinedstorage.container.GridContainer"
sortRange = ""
[[sorting.containerOverrides]]
containerClass = "blusunrize.immersiveengineering.common.gui.CraftingTableContainer"
sortRange = ""
[[sorting.containerOverrides]]
containerClass = "se.mickelus.tetra.blocks.workbench.WorkbenchContainer"
sortRange = ""
[[sorting.containerOverrides]]
containerClass = "mcjty.rftoolsstorage.modules.scanner.blocks.StorageScannerContainer"
sortRange = ""
[[sorting.containerOverrides]]
containerClass = "mcjty.rftoolsstorage.modules.modularstorage.blocks.ModularStorageContainer"
sortRange = ""
[[sorting.containerOverrides]]
containerClass = "mcjty.rftoolsutility.modules.crafter.blocks.CrafterContainer"
sortRange = ""
#Categor(y/ies) for sorting
#
#name: the name of the category
#
#spec:
#Each element denotes a series of semicolon-separated clauses
#Items need to match all clauses of at least one element
#Items matching earlier elements are earlier in order
#A clause of the form /tag:<tag_value> matches a tag
#Clauses /instanceof:<fully_qualified_name> or /class:<fully_qualified_name> check if item is
#instance of class or exactly of that class respectively
#Specifying an item's registry name as a clause checks for that item
#Prepending an exclamation mark at the start of a clause inverts it
[[sorting.category]]
name = "sword"
spec = ["/instanceof:net.minecraft.item.SwordItem"]
[[sorting.category]]
name = "axe"
spec = ["/instanceof:net.minecraft.item.AxeItem"]
[[sorting.category]]
name = "pickaxe"
spec = ["/instanceof:net.minecraft.item.PickaxeItem"]
[[sorting.category]]
name = "shovel"
spec = ["/instanceof:net.minecraft.item.ShovelItem"]
[[sorting.category]]
name = "acceptableFood"
spec = ["/instanceof:net.minecraft.item.Food; !minecraft:rotten_flesh; !minecraft:spider_eye; !minecraft:poisonous_potato; !minecraft:pufferfish"]
[[sorting.category]]
name = "torch"
spec = ["minecraft:torch"]
[[sorting.category]]
name = "cheapBlocks"
spec = ["/tag:forge:cobblestone", "/tag:forge:dirt"]
[[sorting.category]]
name = "blocks"
spec = ["/instanceof:net.minecraft.item.BlockItem"]
#Tweaks
[tweaks]
#0 = disable buttons (i.e. keybind only)
#1 = buttons for player sorting only
#2 = buttons for external sorting only
#3 = all buttons enabled (default)
#Range: 0 ~ 3
enableButtons = 0
#Enable auto-refill
autoRefill = true
#0 = disable sorting
#1 = player sorting only
#2 = external sorting only
#3 = all sorting enabled (default)
#Range: 0 ~ 3
enableSort = 3
#Enable a quick view of how many items that you're currently holding exists in your inventory by displaying it next your hotbar.
quickView = true

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[advanced]
#Debug mode enabled
DebugMode = false
#Display search bar in the center
CenterSearch = false
#Set low-memory mode (makes search very slow, but uses less RAM)
LowMemorySlowSearchEnabled = false
#How items should be handed to you
#Allowed Values: INVENTORY, MOUSE_PICKUP
GiveMode = "INVENTORY"
#Max number of columns shown
#Range: 4 ~ 100
MaxColumns = 100
#Max. recipe gui height
#Range: > 175
RecipeGuiHeight = 350
[colors]
#Color values to search for
SearchColors = ["White:EEEEEE", "LightBlue:7492cc", "Cyan:00EEEE", "Blue:2222dd", "LapisBlue:25418b", "Teal:008080", "Yellow:cacb58", "GoldenYellow:EED700", "Orange:d97634", "Pink:D1899D", "HotPink:FC0FC0", "Magenta:b24bbb", "Purple:813eb9", "JadedPurple:43324f", "EvilPurple:2e1649", "Lavender:B57EDC", "Indigo:480082", "Sand:dbd3a0", "Tan:bb9b63", "LightBrown:A0522D", "Brown:634b33", "DarkBrown:3a2d13", "LimeGreen:43b239", "SlimeGreen:83cb73", "Green:008000", "DarkGreen:224d22", "GrassGreen:548049", "Red:963430", "BrickRed:b0604b", "NetherBrick:2a1516", "Redstone:ce3e36", "Black:181515", "CharcoalGray:464646", "IronGray:646464", "Gray:808080", "Silver:C0C0C0"]
[sorting]
#Sorting order for the ingredient list. Valid stages: [MOD_NAME, INGREDIENT_TYPE, ALPHABETICAL, CREATIVE_MENU]
IngredientSortStages = ["MOD_NAME", "INGREDIENT_TYPE", "CREATIVE_MENU"]
[search]
#Search mode for Mod Names (prefix: @)
#Allowed Values: ENABLED, REQUIRE_PREFIX, DISABLED
ModNameSearchMode = "REQUIRE_PREFIX"
#Search mode for Tooltips (prefix: #)
#Allowed Values: ENABLED, REQUIRE_PREFIX, DISABLED
TooltipSearchMode = "ENABLED"
#Search mode for Tag Names (prefix: $)
#Allowed Values: ENABLED, REQUIRE_PREFIX, DISABLED
TagSearchMode = "REQUIRE_PREFIX"
#Search mode for Creative Tab Names (prefix: %)
#Allowed Values: ENABLED, REQUIRE_PREFIX, DISABLED
CreativeTabSearchMode = "DISABLED"
#Search mode for Colors (prefix: ^)
#Allowed Values: ENABLED, REQUIRE_PREFIX, DISABLED
ColorSearchMode = "DISABLED"
#Search mode for resources IDs (prefix: &)
#Allowed Values: ENABLED, REQUIRE_PREFIX, DISABLED
ResourceIdSearchMode = "DISABLED"
#Search advanced tooltips (visible with F3+H)
SearchAdvancedTooltips = false
[modname]
#Formatting for mod name tooltip
#Use these formatting keys:
#black, dark_blue, dark_green, dark_aqua, dark_red, dark_purple, gold, gray, dark_gray, blue, green, aqua, red, light_purple, yellow, white
#obfuscated, bold, strikethrough, underline, italic
ModNameFormat = "blue italic"

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#Client configuration settings
[client]
#If you have discord installed it will show your some details about your game as rich presence
discordRichPresence = false