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mirror of https://git.fellies.tech/minecraft/fellies.git synced 2021-02-13 10:18:48 +00:00

Merge branch 'master' into forge

This commit is contained in:
2020-04-25 23:07:37 +02:00
33 changed files with 220 additions and 16 deletions

8
config/MouseTweaks.cfg Normal file
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RMBTweak=1
LMBTweakWithItem=1
LMBTweakWithoutItem=1
WheelTweak=1
WheelSearchOrder=1
WheelScrollDirection=0
ScrollItemScaling=0
Debug=0

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#General
[entity.general]
#Allow AI tasks to be removed from entities at runtime. If this is disable no per mob or per mob type removes will run.
allow_remove_calls = true
#Allows repeat remove calls to bubble to the top of the list to improve performance of repeat mob spawning.
enable_call_bubbling = true
#Allow AI tasks to be removed from entities at runtime. If this is disable no per mob or per mob type removes will run.
allow_remove_calls = true
#Entity Mob
[entity.mob]
#Remove the look at goal (player or attack target) AI task. This will cause AIs to not face targets or walking directions.
remove_look_goal = false
#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.
remove_look_random = false
#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.
replace_look_controller = true
#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.
remove_look_random = false
#Entity Fish
[entity.fish]
#Remove the fish's AI task to follow a leader fish to act as a group of fish.
remove_follow_leader = false
#Remove the fish's random swimming pathfinder. This will cause fish to stay in position more often.
remove_swim = false
#Remove the fish's panic pathfinder. This will cause fish to not run away.
remove_panic = false
#Remove the fish's AI task to avoid players.
remove_avoid_player = false
#Remove the fish's AI task to follow a leader fish to act as a group of fish.
remove_follow_leader = false
#Remove the fish's AI task to puff up when entities are nearby
remove_puff = false

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#World generation related options.
[overworld]
#The size of generated biomes.
#Allowed Values: TINY, SMALL, MEDIUM, LARGE, HUGE
biome_size = "MEDIUM"
#The size of generated rivers.
#Allowed Values: TINY, SMALL, MEDIUM, LARGE, HUGE
river_size = "MEDIUM"
#Type of temperature zones to use during biome placement.
#Allowed Values: LATITUDE, SMALL_ZONES, MEDIUM_ZONES, LARGE_ZONES, RANDOM
temperature_variation_scheme = "MEDIUM_ZONES"
#Type of rainfall zones to use during biome placement.
#Allowed Values: SMALL_ZONES, MEDIUM_ZONES, LARGE_ZONES, RANDOM
rainfall_variation_scheme = "MEDIUM_ZONES"
#Enhance vanilla biomes by adding additional decoration.
enhance_vanilla_biomes = true
#The size of generated biomes.
#Allowed Values: TINY, SMALL, MEDIUM, LARGE, HUGE
biome_size = "MEDIUM"
#Type of temperature zones to use during biome placement.
#Allowed Values: LATITUDE, SMALL_ZONES, MEDIUM_ZONES, LARGE_ZONES, RANDOM
temperature_variation_scheme = "MEDIUM_ZONES"
#The size of generated rivers.
#Allowed Values: TINY, SMALL, MEDIUM, LARGE, HUGE
river_size = "MEDIUM"

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#General Settings
[general]
#Whether to show the drop chances in JEI
showChanceInJEI = true

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#General Settings
[general]
#Additional items that are able to cut bonsai trees.
additionalCuttingTools = ["minecraft:shears"]
#If set to true, then dye is not being used up when painting bonsai pots.
noDyeCost = false
#How to handle waterlogged bonsai pots.
#Allowed Values: NOTHING, DROP_LOOT, DROP_SAPLING
waterloggedEffect = "DROP_LOOT"

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config/fastbench.cfg Normal file
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# Configuration file
general {
# If the recipe book is removed from the game. Server-enforced. [default: true]
B:"Remove Recipe Book"=true
}

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[admins]
#Players in this list have access to the Journeymap's Server Admin Panel
#Add users by name or UUID, Prefer UUID as it is more secure!
#Each value on a new line with the example format provided. (please delete the default values)
serverAdmins = ["mysticdrew", "12341234132"]
#Default, all Ops have access to Server Admin UI in the Options screen.
#If set to false, only users in the Admin List will have access.
#If set to true, all ops and users in the Admin List will have access.
opAccess = true

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config/lithium.toml Normal file
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# This is the configuration file for Lithium.
#
# You can find information on editing this file and all the available options here:
# https://github.com/jellysquid3/Lithium/wiki/Configuration-File
#
# By default, this file will be empty except for this notice.

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["Tile entities load balancing settings"]
#Enables Tileentity load balancing, if the game is lagging. default: true
TELoadBalancing = true
#Mean tick time at which load balancing takes effect, 1000 / mean tick time = TPS. default: 45
#Range: 1 ~ 200
meanTickTH = 45
#Enables debug log output for lagging tileentities, default = false
TEDebugOutput = false
["Tile entities load balancing settings"."Tile entity chunk unload"]
#Requires TELoadBalancing = true. Enables dealing with lag caused by tile entities during chunk unload. default = false
TEUnloadLag = false
["Entity settings"]
#Fix updateleashState lag from llamas, default = true
fixLeash = true
#Use fast entity collisions, default = true
fastCollisions = true
#Enables less laggy entity item pickup, default = true
noLagItemPickup = true
#Use faster Item entities, default = true
fastItems = true
#Enable fast pathfinding, default = true
fastPathFinding = true
["Entity AI Load balancing settings"]
#Mean tick time at which AI load balancing takes effect, 1000 / mean tick time = TPS. default: 45
#Range: 1 ~ 200
meanTickAITH = 45
#Enables load balancing for entity AI. default = true
AILoadBalancing = true
#Whether to debug lagging entities and log offenders, requires load balancing to be enabled. default = true
logEntityAILag = true
["Entity AI Settings"]
#Sets the tick, ticks happen 20 times each sec, interval in which non-running AI tasks are rechecked. Vanilla default is 1, this mods suggested default is 4
#Range: 1 ~ 500
goalselectorrate = 4
#Whether to use a slower updated AI Fox find shelter goal, which causes too much load. default = true
slowFindShelter = true
#Whether to use a modified/fixed HurtByTarget goal which is used to call other entities for help. default = true
optimizeHurtByTarget = true
#Whether to use a slower updated AI Panic entity goal, panic is used for chickens/other animals running away e.g. on fire. default = true
optimizePanic = true
#Whether to use a slower updated AI Breed entity goal, breed is used for searching nearby similar animals and doesnt have to be checked that often. default = true
optimizeBreed = true
#Whether to use a more performant Random walking goal, which makes mobs path randomly and can lead to lag default = true
betterRandomWalking = true
#Whether to use a slower updated AI tempt goal, tempt is used e.g. for luring sheep with wheat. default = true
optimizeTempt = true
#Whether to use a slower updated AI avoid entity goal, avoid is used e.g. for villagers avoiding zombies so it constantly searches for mobs in the area. default = true
optimizeAvoid = true
["Other settings"]
#Enable fast spawn radius check, default = true
fastSpawnRadius = true

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[Client]
#Show ping box on TPS page
ping = true
#Replace the vanilla player list / tab page
playerlist = true
#Show version box on TPS page
version = false

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[General]
#List of rules in format "domain:item1, domain:item2, n".
#Causes a compacting drawer convert n of item1 into 1 of item2.
compactingRules = []
enableUI = true
debugTrace = false
enableItemConversion = true
enableSidedInput = true
#The number of item stacks held in a basic unit of storage.
#1x1 drawers hold 8 units, 1x2 drawers hold 4 units, 2x2 drawers hold 2 units.
#Half-depth drawers hold half those amounts.
baseStackStorage = 4
enableExtraCompactingRules = true
#Range: 1 ~ 50
controllerRange = 12
enableSidedOutput = true
[StorageUpgrades]
level2Mult = 4
#Storage upgrades multiply storage capacity by the given amount.
#When multiple storage upgrades are used together, their multipliers are added before being applied.
level1Mult = 2
level3Mult = 8
level5Mult = 32
level4Mult = 16
[Integration]
wailaStackRemainder = true

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#Client Configuration
[client]
[client.debug]
#If toast classes are printed when they are shown.
print_classes = false
[client.blocked_toasts]
#If recipe toasts are blocked.
recipes = true
#If all vanilla toasts are blocked.
global_vanilla = false
#If advancement toasts are blocked.
advancements = true
#If system toasts are blocked.
system = false
#If all non-vanilla toasts are blocked.
global_modded = false
#If all toasts are blocked.
global = false
#If tutorial toasts are blocked.
tutorial = true
#Toast Classes that are blocked from being shown.
blocked_classes = []
[client.visual_options]
#If toasts are translucent.
translucent = true
#How many toasts will be displayed on screen at once.
#Range: 1 ~ 7
toast_count = 3
#How long a toast must be on the screen for, in ticks. Use 0 to use the default time.
#Range: 0 ~ 4000
force_time = 0
#If toasts automatically pop into the screen without animations.
no_slide = false
#The Y offset for toasts to be drawn at.
#Range: -8192 ~ 8192
y_offset = 0
#If toasts show on the left of the screen.
start_left = false
#If toasts are transparent. Overrides translucency.
transparent = false
#The X offset for toasts to be drawn at.
#Range: -8192 ~ 8192
x_offset = 0