[misc] #Enable modular shields shield = true #Enable modular single headed implements single_headed = true #Enables commands & data reloading functionality useful for development, has a negative impact on performance development = false #If enabled and Curios is installed, Toolbelts will only work in the Curio belt slot toolbelt_curio_only = false #Multiplier for magic capacity gains, increasing this may be useful when having a large set enchantments added by other mods #Range: 0.0 ~ 1.7976931348623157E308 magic_cap_multiplier = 1.0 #Enable modular crossbows crossbow = true #Enables the enchantment glint rendering on modular items glint = true #Allow the reach attribute to modify the distance at which players can hit entities entity_reach = true #Enable the look advancement trigger, used for some advancements. look_trigger = true #Enable modular bows bow = true #World generation settings [worldgen] #Generates features in the world, further configuration available in "tetra/data/structures/" features = true #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 #Range: 0 ~ 64 feature_depth = 8 #The number of geodes that should generate per chunk, set to 0 to disable #Range: 0 ~ 65536 geode_density = 120 #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 [module_progression] #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 #Range: > -2147483648 hone_sword_integrity_multiplier = 65 #The base value for number of uses required before a tool can be honed #Range: > -2147483648 hone_double_base = 140 #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 #Range: > -2147483648 hone_double_integrity_multiplier = 75 #The base value for number of uses required for a module to settle #Range: > -2147483648 settle_base = 270 #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 #Range: 4.9E-324 ~ 1.7976931348623157E308 settle_level_multiplier = 3.0 #The base value for number of uses required before a sword can be honed #Range: > -2147483648 hone_sword_base = 110 #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 #Range: 4.9E-324 ~ 1.7976931348623157E308 settle_durability_multiplier = 0.5 enabled = true #Toggles & config for experimental features [experimental] #The base value for number of uses required before a bow can be honed #Range: > -2147483648 hone_bow_base = 48 #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 #Range: > -2147483648 hone_single_headed_integrity_multiplier = 32 #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 #Range: > -2147483648 hone_bow_integrity_multiplier = 32 #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 #Range: > -2147483648 hone_crossbow_integrity_multiplier = 32 #The base value for number of uses required before a crossbow can be honed #Range: > -2147483648 hone_crossbow_base = 48 #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 #Range: > -2147483648 hone_shield_integrity_multiplier = 32 #Enable the stonecutter module for swords, the stonecutter has to be removed from loot tables if this is disabled stonecutter = true #Enable the extractor bedrock functionality extractor = true #The base value for number of uses required before a single headed implement can be honed #Range: > -2147483648 hone_single_headed_base = 48 #The base value for number of uses required before a shield can be honed #Range: > -2147483648 hone_shield_base = 48