# Configuration file ########################################################################################################## # api #--------------------------------------------------------------------------------------------------------# # Turns some API calls on or off ########################################################################################################## api { # If true the API is disabled B:DisableApiCalls=false # If false other mods that use the API can add mobs to the dungeons, if true they cannot. # (This is good if hand designing custom themes for a mod pack.) B:DontAllowApiOnMobs=false } ########################################################################################################## # debugging #--------------------------------------------------------------------------------------------------------# # Things for debugging the mod; you should probably leave these all off, # some are cheats, so cause lots of lag. ########################################################################################################## debugging { # If true reports on dungeon planning and build times will be exproted to files and the commandline B:AutoProfilingOn=false # CHEAT: If true the layout of the dungeon will be built from floating glowstone (etc.) # -- on some versions it also causes *EXTREME LAG*! B:BuildFlyingMap=false # CHEAT: If true all dungeons will have a giant quarts pole through the middle and be # surrounded by a boarder of floating llapis, This is to make # them easy to find when testing. B:BuildPole=false # If true this will cause the system to crash on loot config errors. # This is good for debugging modpac. B:FailfastLoot=false } ########################################################################################################## # general #--------------------------------------------------------------------------------------------------------# # Main config settings ########################################################################################################## general { # If true, console commands from the mod will be annouced in chat B:AnnounceCommands=true # How hard: 0 = empty, 1 = baby, 2 = easy, 3 = normal, 4= hard, 5 = nightmare I:Difficulty=4 # These dimensions either lack dungeons or only they have them (see OnlySpawnInListedDimensions) I:Dimensions < 0 4 > # If true dungeons will all have an entrance with a room or ruin, unless the theme # is one that never has entrances. B:EasyFind=false # If true a "lists" folder will be created and files showing names and ideas for all # mobs / items / blocks will be made. This is good for editing # themes. B:ExportLists=false # Determines the average distance between dungeons (+2 is twice as far appart) I:FrequencyScale=9 # If true themes will automaticall be (re)installed if the themes folder is empty. B:InstallThemes=true # If true themes can be (re)installed by the console commands "\dldInstallThemes" # and "\dldForceInstallThemes." B:InstallThemesByCommand=true # Spawn protection: this is the minimum number of chunks from spawn before dungeon generate I:MinChunkXY=16 # Dungeons will not generate in these biome types (uses Forge biome dictionary S:NeverInBiomeTypes < END NETHER > # If true worlds that are set to not generate (vanilla) structures will also not have these dungesons B:ObeyFeatureSpawningRule=true # Determines if the dimesions list is black list of white list; # if true only listed dimensions have dungeons, # otherswise all but those will have them B:OnlySpawnInListedDims=false # If true all dungeons will exactly one entrance (if the theme allows entrances), # like a typical dungeon crawler (Dungeons will be harder but much no more, no less, # better loot.) If false entrance are random (how the mod originally worked). B:SingleEntrances=true # True to have dungeons generate naturally, false otherwise. B:SpawnWithWordgen=true # If true smaller dungeons will have some of there spawners removed to make them more like larger dungeons. B:ThinSpawners=true } ########################################################################################################## # loot #--------------------------------------------------------------------------------------------------------# # This will change the value and quantity of loo; be careful, too # could cause a crash if there isn't enough room in the chest. # The basic chest formula is for the whole cheset, the treasure # chest formula is per loot normal category -- you get 3 time that # many items. ########################################################################################################## loot { # Part of the loot quantity numbers for basic chests; # random.nextInt(A1 + (RoomDifficulty / B1)) + C1 [range: 0 ~ 9, default: 3] I:A1=3 # Part of the loot quantity numbers for treasure chests; # random.nextInt(A2 + (RoomDifficulty / B2)) + C2 [range: 0 ~ 9, default: 2] I:A2=2 # Part of the loot quantity numbers for basic chests; # random.nextInt(A1 + (RoomDifficulty / B1)) + C1 [range: 0 ~ 9, default: 1] I:B1=1 # Part of the loot quantity numbers for treasure chests; # random.nextInt(A2 + (RoomDifficulty / B2)) + C2 [range: 0 ~ 9, default: 3] I:B2=3 # Part of the loot quantity numbers for basic chests; # random.nextInt(A1 + (RoomDifficulty / B1)) + C1 [range: 0 ~ 9, default: 3] I:C1=3 # Part of the loot quantity numbers for treasure chests; # random.nextInt(A2 + (RoomDifficulty / B2)) + C2 [range: 0 ~ 9, default: 2] I:C2=2 # This modifies the value of the loot, in case you think default is # too generous or too stingy. [range: -9 ~ 9, default: 1] I:"Loot Bonus"=1 }