# Configuration file ~CONFIG_VERSION: 1.4 "@Modules" { # CharmAutomation B:CharmAutomation=true # CharmBrewing B:CharmBrewing=true # CharmCrafting B:CharmCrafting=true # CharmEnchanting B:CharmEnchanting=true # CharmSmithing B:CharmSmithing=true # CharmTweaks B:CharmTweaks=true # CharmWorld B:CharmWorld=true } CharmAutomation { # A storage block for gunpowder. Like Quark's sugar block, but dissolves in lava. B:GunpowderBlock=true # A block that acts like sand but is powered like a block of redstone. B:RedstoneSand=true # Block that emits light according to the strength of the input redstone signal. B:VariableRedstoneLamp=true } CharmBrewing { # Brew cocoa beans in water to make Coffee which gives you a helpful boost. B:Coffee=true # A nasty potion that withers living things. B:Decay=true # Brew an Eye of Ender with a Night Vision potion to make a Potion of Ender Sight. # Enderman are attracted to your location and you might hear a ringing sound coming from the direction of a stronghold. # B:EnderSight=true # Right-click a Long Potion on a cake make a Flavored Cake that gives a potion effect after eating each slice. B:FlavoredCake=true # Allows Potion of Poison to be created from Mundane Potions and Poisonous Potatoes. B:PoisonousPotatoBrew=true Coffee { # Duration (in seconds) of Coffee effects. (default 10) I:"Coffee effect duration"=10 } Decay { # Duration (in seconds) of decay effect when consumed. (default 5) I:"Decay duration"=5 # Strength of the Wither effect that accompanies the decay effect. (default 2) I:"Wither strength"=2 } EnderSight { # Invert the colours when under the effect of Ender Sight. (default true) B:"Client shader effect"=true # Duration (in seconds) of Ender Sight effect when consumed. (default 10) I:"Ender Sight duration"=10 # Chance (out of 1.0) of an Enderman spawning close by when experiencing the Ender Sight effect. (default 0.05) D:"Enderman spawn chance"=0.05 } FlavoredCake { # Duration multiplier of the potion effect when eating a single slice of cake. (default 0.5) D:"Effect duration multiplier"=0.5 # List of Long Potions that can be used to make a cake. S:"Effect potion types" < swiftness strength leaping regeneration fire_resistance water_breathing invisibility night_vision quark:danger_sight quark:haste quark:resistance quark:resilience > } } CharmCrafting { # A compact storage solution borrowed lovingly from Minecraft 1.14. B:Barrel=true # A bookshelf with 9 slots that can store books. # Provides the same enchanting power as a normal bookshelf as long as there is at least 1 book on the shelf. B:BookshelfChest=true # Right-click the composter with organic items to add them. When the composter is full, bonemeal will be returned. B:Composter=true # Offers a smaller storage solution with the benefit of being transportable. Name your crate on an anvil to change the displayed label. # You can also seal the crate by combining it with an iron ingot - the only way to get things out is to break it. B:Crate=true # A storage block for ender pearls. Eating a chorus fruit will teleport you to a nearby ender pearl block. # If a silverfish burrows into an ender pearl block, it will become an endermite. B:EnderPearlBlock=true # An elegant lighting solution. Comes in iron and gold. B:Lantern=true # A storage block for rotten flesh. If the rotten flesh block has water on any of its sides, it has a chance to turn into dirt. # If there is a soil block above the rotten flesh block, it has a chance to turn into podzol. B:RottenFleshBlock=true # Smelt glowstone in a furnace to get smooth glowstone. B:SmoothGlowstone=true # Craft (or find) beetroot soup with a flower to make a suspicious soup. # Different flowers provide positive effects that are different for each world. # Be warned: these unstable concoctions might occasionally have negative side effects. B:SuspiciousSoup=true Barrel { # Charm's barrels will be enabled even if barrels from other mods are present. (default true) B:"Use Charm barrels"=true } BookshelfChest { # List of items that are allowed to be added to bookshelf chest. S:"Valid bookshelf items" < minecraft:book minecraft:enchanted_book minecraft:written_book minecraft:writable_book minecraft:knowledge_book quark:ancient_tome inspirations:books[*] forestry:catalogue forestry:book_forester immersiveengineering:tool[3] tconstruct:book xpbook:xp_book ebwizardry:spell_book ebwizardry:scroll antiqueatlas:empty_antique_atlas antiqueatlas:antique_atlas[*] corpsecomplex:scroll waystones:return_scroll waystones:bound_scroll waystones:warp_scroll iceandfire:bestiary rustic:book variedcommodities:vcrecipes_book > } Composter { # These items have a 100% chance of adding a level of compost. S:"Items with 100% chance" < minecraft:cake minecraft:pumpkin_pie quark:reed_block > # These items have a 30% chance of adding a level of compost. S:"Items with 30% chance" < minecraft:beetroot_seeds minecraft:grass minecraft:leaves minecraft:leaves2 minecraft:melon_seeds minecraft:pumpkin_seeds minecraft:sapling minecraft:wheat_seeds quark:leaf_carpet inspirations:enlightened_bush inspirations:cactus_seeds inspirations:sugar_cane_seeds inspirations:carrot_seeds inspirations:potato_seeds > # These items have a 50% chance of adding a level of compost. S:"Items with 50% chance" < minecraft:cactus minecraft:melon minecraft:reeds minecraft:double_plant minecraft:tallgrass quark:roots quark:roots_black_flower quark:roots_blue_flower quark:roots_white_flower > # These items have a 65% chance of adding a level of compost. S:"Items with 65% chance" < minecraft:apple minecraft:beetroot minecraft:carrot minecraft:dye[3] minecraft:tallgrass[2] minecraft:yellow_flower minecraft:red_flower minecraft:red_mushroom minecraft:brown_mushroom minecraft:potato minecraft:poisonous_potato minecraft:pumpkin minecraft:wheat quark:root_flower inspirations:flower inspirations:materials[4] inspirations:materials[5] inspirations:edibles[0] > # These items have a 85% chance of adding a level of compost. S:"Items with 85% chance" < minecraft:baked_potato minecraft:bread minecraft:cookie minecraft:hay_block minecraft:red_mushroom_block minecraft:brown_mushroom_block quark:turf > # Sets the maximum stack size of the composter output. (default 3) I:"Maximum number of output items"=3 # Items that may be produced by the composter when it is full. S:"Output from composter" < minecraft:dye[15] > # Charm's composters will be enabled even if composters from other mods are present. (default false) B:"Use Charm composters"=false } Crate { # Shows tooltip containing crate contents when hovering over the crate in the inventory. (default true) B:"Crate tooltip"=true # Crate tooltip needs the shift key held down to be visible (default false) B:"Tooltip shift key"=false # Amount of XP (levels) required to use a name tag to seal a crate. (default 0) I:"XP cost"=0 } EnderPearlBlock { # Chance (out of 1.0) of a silverfish burrowing into an Ender Pearl Block, creating an Endermite. (default 0.8) D:"Silverfish burrowing"=0.8 # If true, eating a Chorus Fruit while in range of an Ender Pearl Block will teleport you to it. (default true) B:"Teleport stabilization"=true } Lantern { # Lantern will fall when the block under it is broken, or when the block above a hanging lantern is broken. (default true) B:"Lanterns obey gravity"=true # Number of lanterns output when crafting a lantern. (default 1) I:"Number of lanterns crafted"=1 # Charm's lanterns will be enabled even if lanterns from other mods are present. (default false) B:"Use Charm lanterns"=false } SuspiciousSoup { # Add soup to mansions, igloos and village blacksmith loot. (default true) B:"Add to loot"=true # Amount of half-hearts of health restored by consuming any soup. (default 10) I:"Health restored"=0 # Minimum duration (in seconds) of the effect(s) of the soup when consumed. (default 20) I:"Suspicious Soup duration"=20 } } CharmEnchanting { # Combine the Curse Break enchanted book with a cursed item on an anvil to remove the curse. B:CurseBreak=true # Additional curses to ruin your day. # These curses can be given to player items when touched by a Spectre or being affected by the Decay potion. B:ExtraCurses=true # A hoe with the Homing enchantment is attracted to ore of the same ingots that make up the head of the hoe. # Right click underground. If you hear a sound, you can follow it to the ore. B:Homing=true # Tools with the Magnetic enchantment automatically pick up drops. B:Magnetic=true # An item with the Salvage enchantment does not disappear when its durability is depleted, giving you a chance to get it repaired. # If the item runs out of durability the player will drop it and must be picked up again. Watch out for lava. B:Salvage=false CurseBreak { # Amount of XP (levels) to remove a curse from an item (default 1) I:"XP cost"=1 } ExtraCurses { # Chance (out of 1.0) that an item affected by Clumsiness fails to do its job. (default 0.12) D:"Clumsiness chance"=0.12 # Chance (out of 1.0) that an item affected by Harming hurts the player. (default 0.12) D:"Harming chance"=0.12 # Amount of damage (in half-hearts) dealt to the player when using an item affected by Harming. (default 1) I:"Harming damage"=1 # List of mobs that can spawn when using an item affected by Haunting. S:"Haunting mobs" < zombie skeleton witch enderman charm:spectre > # Chance (out of 1.0) that an item affected by Haunting causes a mob to spawn near the player. (default 0.12) D:"Haunting spawn chance"=0.12 # Distance (in blocks) where a mob can spawn when using an item affected by Haunting. (default 8) I:"Haunting spawn range"=8 # Maximum amount of durability damage given to an item affected by Rusting when the item is used. (default 12) I:"Rusting damage"=12 } } CharmSmithing { # Combine an item with its golden version on an anvil to reduce the original item's repair cost. B:DecreaseRepairCost=false # Combine a Totem of Returning with a clock on an anvil to increase the number of times it can be used. B:ExtendTotemOfReturning=false # Combine an Enchanted Book with empty bottles on an anvil to get Bottles o' Enchanting. # The more levels and enchantments the book has, the more bottles are returned. B:ExtractBookXP=false # Extract enchantments from any enchanted item into an empty book. # The enchantments are weakened in the process, and the original item is destroyed. B:ExtractEnchantments=false # Tallow can be combined on an anvil with a tool or armor to give a small durability boost. # Repairing using tallow has a chance to increase future repair costs of the tool or armor. # NOTE: Quark must be installed for this feature to be enabled. B:TallowIncreasesDurability=false DecreaseRepairCost { # Amount that a golden item will decrease another item's repair cost. (default 2) I:"Decrease repair amount"=2 # Amount of XP (levels) to use a golden item to decrease another item's repair cost. (default 0) I:"XP cost"=0 } ExtendTotemOfReturning { # A map of items and the amount of uses they add to the totem. # Format is 'modid:name[meta]->uses'. If meta is not set, or '*', all meta values of the item will be used. S:"Items and uses" < minecraft:clock->1 minecraft:sapling[2]->2 > # Amount of XP (levels) required to increase the number of times a Totem of Returning can be used. (default 5) I:"XP cost"=5 } ExtractBookXP { # The minimum number of glass bottles needed when converting enchantments. (default 5) I:"Minimum required bottles"=5 # Amount of XP (levels) to activate the conversion of enchantments into Bottles o' Enchanting. (default 0) I:"XP cost"=0 } ExtractEnchantments { # The minimum XP cost before adding XP equivalent to the enchantment level(s) of the item. (default 1) I:"Base XP cost"=1 # Number of levels that enchantments are weakened when converting. (default 1) I:"Weaken by amount"=1 } TallowIncreasesDurability { # Percentage (out of 1.0) of the tool or armor repaired by a piece of tallow. (default 0.02) D:"Amount repaired"=0.02 # Chance (out of 1.0) of tallow increasing the future repair cost of the tool. (default 0.05) D:"Chance of repair cost increase"=0.05 # Amount of XP (levels) required to repair. (default 0) I:"XP cost"=0 } } CharmTweaks { # Right click a cactus with an empty glass bottle for a chance to fill the bottle with water. B:CactusWater=false # Cauldrons can be used as a permanent water source when sneaking. B:CauldronWaterSource=false # Right-click on a beacon whilst sneaking to bind the compass to the beacon's location. # If Quark is enabled the compass tooltip will be the same color as the beacon's beam. B:CompassBinding=false # Changes the default dispenser recipe to allow damaged or enchanted bows. B:DispensersUseAnyBow=false # Adds records of all Minecraft background music. B:ExtraRecords=true # Increase the amount of nuggets returned when smelting iron and gold items with respect to their recipe and durability. B:FurnacesRecycleMore=false # Improves the base durability and efficiency of gold tools. B:GoldToolImprovements=false # Leather armor is invisible and does not increase mob awareness when drinking Potion of Invisibility. B:LeatherArmorInvisibility=false # Pickaxes break pistons (and sticky pistons) faster. B:PickaxesBreakPistons=false # Like Quark's random animal textures, this feature lets wolves and cats spawn with additional skin textures. B:RandomAnimalTextures=false # Stops the background music when playing a record in a jukebox to avoid a horrible cacophony. B:RecordsStopBackgroundMusic=true # Removes nitwits as spawnable villagers. B:RemoveNitwits=false # Limit furnace input slot to allow only items that have a smelting recipe. B:RestrictFurnaceInput=false # Using shears to break a melon has a chance to drop all 9 melon pieces. B:ShearedMelons=false # Landing on sponge absorbs some of the player's fall damage. B:SpongesReduceFallDamage=true # Enchanted Books can stack (up to 16). B:StackableEnchantedBooks=false # Milk buckets can stack (up to 16). B:StackableMilkBuckets=false # Potions and water bottles can stack (up to 16). B:StackablePotions=false # Tame animals will heal within the range of a beacon with regeneration effect. B:TamedAnimalsHealing=true # Tamed animals no longer take direct damage from players. # They still suffer secondary effects, such as burning from a Fire Aspect sword. B:TamedAnimalsNoDamage=false # As long as a Totem of Undying is in your inventory, it will be consumed to protect you from death. B:UseTotemFromInventory=false # Drink a bottle of water in a hot and dry biome to provide a regeneration boost. B:WaterInHotBiomes=false # Wearing a Witch Hat protects your items from being cursed when touched by a Spectre. # NOTE: Quark must be installed for this feature to be enabled. B:WitchHatProtection=true # A witch has a chance to drop a Potion of Decay when killed by a player. B:WitchesDropDecay=false # A witch has a chance to drop a Potion of Luck when killed by a player. B:WitchesDropLuck=true CompassBinding { # If true, adds co-ordinates and dimension to the bound compass tooltip. (default true) B:"Add compass information"=true # If true, compasses can bind to banners. (default false) B:"Use Banners"=false # If true, compasses can bind to active beacons. (default true) B:"Use Beacons"=true # If true, compasses can bind to beds. (default false) B:"Use Beds"=false } FurnacesRecycleMore { # Map of ingot items to their equivalent nugget items. Item recipes will be checked for these ingots. # Format is 'modid:inputname[meta]->modid:outputname[meta]->nuggetsPerIngot'. S:"Ingot to nugget conversion" < minecraft:iron_ingot->minecraft:iron_nugget->3 minecraft:gold_ingot->minecraft:gold_nugget->3 > # A map of items that return nuggets when smelted. # Format is 'modid:inputname(->modid:outputname->ingots)'. Bracketed statement optional, overrides the type and number of ingots in recipe. S:"Recyclable items" < minecraft:shears minecraft:clock minecraft:compass minecraft:minecart minecraft:hopper minecraft:cauldron minecraft:bucket minecraft:rail->minecraft:iron_ingot->1 minecraft:detector_rail->minecraft:iron_ingot->1 minecraft:activator_rail->minecraft:iron_ingot->1 minecraft:golden_rail->minecraft:gold_ingot->1 minecraft:iron_door->minecraft:iron_ingot->2 minecraft:iron_bars->minecraft:iron_ingot->1 minecraft:iron_trapdoor minecraft:iron_pickaxe minecraft:iron_axe minecraft:iron_hoe minecraft:iron_sword minecraft:iron_shovel minecraft:iron_helmet minecraft:iron_chestplate minecraft:iron_leggings minecraft:iron_boots minecraft:golden_pickaxe minecraft:golden_axe minecraft:golden_hoe minecraft:golden_sword minecraft:golden_shovel minecraft:golden_helmet minecraft:golden_chestplate minecraft:golden_leggings minecraft:golden_boots minecraft:golden_apple[0] minecraft:chainmail_helmet->minecraft:iron_ingot->5 minecraft:chainmail_chestplate->minecraft:iron_ingot->8 minecraft:chainmail_leggings->minecraft:iron_ingot->7 minecraft:chainmail_boots->minecraft:iron_ingot->4 minecraft:iron_horse_armor->minecraft:iron_ingot->8 minecraft:golden_horse_armor->minecraft:gold_ingot->8 charm:nether_gold_deposit->minecraft:gold_ingot->1 > } GoldToolImprovements { # Default attack of gold tools. Vanilla is 0.0. (default 0.0) D:"Gold tool damage"=0.0 # Default durability of gold tools. Vanilla is 32. (default 512) I:"Gold tool durability"=512 # Default efficiency of gold tools. Vanilla is 12.0. (default 17.0) D:"Gold tool efficiency"=17.0 # Default enchantability of gold tools. Vanilla is 22. (default 22) I:"Gold tool enchantability"=22 # Default harvest level of gold tools. Vanilla is 0. (default 0) I:"Gold tool harvest level"=0 } RandomAnimalTextures { # Textures to use when rendering Black cats (Cat Type 2). S:"Black cat textures" < minecraft:black charm:all_black > # Textures to use when rendering Ocelots. S:"Ocelot textures" < minecraft:ocelot > # Enable random textures depending on the cat type, borrowed lovingly from Minecraft 1.14. (default true) B:"Random cat textures"=false # Enable random wolf textures with brown, grey and black variants. (default true) B:"Random wolf textures"=false # Textures to use when rendering Red cats (Cat Type 1). S:"Red cat textures" < minecraft:red charm:persian charm:tabby > # Textures to use when rendering Siamese and other cats (Cat Type 3). S:"Siamese / other cat textures" < minecraft:siamese charm:calico charm:white charm:ragdoll charm:british_shorthair charm:jellie > # Textures to use when rendering wolves. S:"Wolf textures" < minecraft:wolf charm:brown charm:grey charm:black > } WitchesDropDecay { # Chance (out of 1.0) of a witch dropping a Potion of Decay when killed by the player. (default 0.2) D:"Drop chance"=0.2 } WitchesDropLuck { # Chance (out of 1.0) of a witch dropping a Potion of Luck when killed by the player. (default 0.1) D:"Drop chance"=0.1 } } CharmWorld { # Abandoned Crates may be found underground. These crates are sealed so must be smashed to obtain contained items. B:AbandonedCrates=true # Right-click a bat with a bucket to capture it. # Right-click your Bat in a Bucket to release the bat and help locate entities around you. B:BatBucket=false # If you are holding an emerald and are struck by lightning, the emerald will become charged and you will take no damage. # Right-click a Charged Emerald to throw it, creating a lightning strike at the point of impact. B:ChargedEmeralds=true # Add Colored Runes in Stronghold End Portal frames. Two portals with the same runes will be linked together. B:EndPortalRunes=true # Endermite Powder has a chance of being dropped from an Endermite. # Use it in the End to help locate an End City. B:EndermitePowder=true # Illusioners are spell-casting illagers equipped with bows that create fake copies of themselves while fighting. # This feature lets illusioners spawn in Roofed Forest biomes. An illusioner has a chance of dropping a totem. B:IllusionersInRoofedForest=true # The moonstone helps you locate a specific block co-ordinate or aid axis alignment across dimensions. B:Moonstone=false # Villages spawn in more biomes. The type of biome determines what materials the village buildings are constructed from. B:MoreVillageBiomes=false # Gold deposits spawn in the Nether that can be broken to receive gold nuggets. B:NetherGoldDeposits=true # Spectres spawn in the darkness at quite a low depth, and are almost invisible to see. # When they touch the player they curse a weapon, tool or armor item and disappear. # They can be defeated by light and convert sand to soul sand on death. B:Spectre=true # Spectres will spawn in greater numbers within range of specific structure. B:SpectreHaunting=false # Cartographers sell Structure Maps that can be used to find overworld structures. B:StructureMaps=true # Swamp huts may generate with a filled cauldron, a chest of loot and a black cat. B:SwampHutDecorations=true # Right-click with a Totem of Returning to bind it to a location in the world. # The next time you use the totem, you will be returned to that location, destroying the totem in the process. B:TotemOfReturning=false # With the Totem of Shielding in your offhand (shield) slot, any damage you take is absorbed by the totem instead. B:TotemOfShielding=false # Improves village aesthetics with internal and external decoration. # Houses and huts are populated with functional and decorative blocks according to a career/profession. # Village area can have more trees, flowers, crops, mobs and lights. B:VillageDecorations=true # Villagers have additional trades. Librarians can buy back enchanted books, tool smiths repair very damaged anvils for a small iron cost, and zombie flesh is more useful. B:VillagerTrades=false # Vindicators can be found wandering in Roofed Forest biomes. B:VindicatorsInRoofedForest=true AbandonedCrates { # Chance (out of 1.0) of a crate generating in a chunk, if it is possible to do so. (default 0.3) D:"Generate crate chance"=0.1 # Crates will spawn higher than this Y value. # For Cubic Chunks you should set this value very low. (default 28) I:"Lower limit"=28 # Crates will spawn lower than this Y value. (default 48) I:"Upper limit"=48 } BatBucket { # Add the Bat in a Bucket to dungeon loot. (default true) B:"Add to loot"=false # Maximum time (in seconds) that the glowing effect will last. (default 10) I:"Maximum time"=10 # Range (in blocks) in which entities will glow when the Bat in a Bucket is held. (default 24) I:"Viewing range"=24 } EndermitePowder { # Chance (out of 1.0) of an endermite dropping Endermite Powder when killed by the player. (default 0.5) D:"Drop chance"=0.25 } EndPortalRunes { # Eyes of Ender can be removed from End Portal frames by right-clicking when sneaking. # If false, right-clicking with a rune replaces the Eye of Ender without returning it to the player. (default true) B:"Allow Eyes of Ender removal"=true } IllusionersInRoofedForest { # Chance (out of 1.0) of an illusioner dropping items when killed. (default 1.0) D:"Drop chance"=0.5 # The higher this value, the more illusioners will spawn. (default 30) I:"Spawn weight"=20 } Moonstone { # If true, adds co-ordinates and dimension to the moonstone tooltip. (default true) B:"Add coordinates to tooltip"=true # If true, the moonstone will have the glow effect when player is standing on the origin X and Z co-ordinate. (default true) B:"Add glow effect on origin"=true # The item in the center of the moonstone recipe. (default minecraft:quartz) S:"Central recipe item"=minecraft:quartz } MoreVillageBiomes { # Cold biomes where villages are constructed from Taiga wood. S:"Cold biomes" < taiga mutated_taiga mutated_taiga_cold ice_flats mutated_ice_flats > # Desert biomes where villages are made from sandstone. S:"Desert biomes" < desert mutated_desert > # Jungle biomes where villages are constructed from Jungle wood. S:"Jungle biomes" < jungle mutated_jungle > # Plains biomes where villages are constructed from Oak wood. S:"Plains biomes" < plains mutated_plains swampland mutated_swampland > # Savanna biomes where villages are constructed from Acacia wood. S:"Savanna biomes" < savanna mutated_savanna > } Spectre { # If true, spectres will curse armor or items belonging to the player. # If false, spectres will apply a weakness effect. (default false) B:"Apply curse"=true # Light level at which a Spectre disappears. (default 8) I:"Despawn light level"=8 # Maximum depth at which Spectres can spawn. (default 24) I:"Spawn depth"=24 # The higher this value, the more Spectres will spawn. (default 100) I:"Spawn weight"=25 } SpectreHaunting { # Only spawns a spectre for haunting if number of monster entities is lower than this number. # Vanilla minecraft is around 75. (default 80) I:"Check mobcap"=80 # Chance (out of 1.0) of a spectre spawning every two seconds during a haunt. # (default 0.25) D:"Spawn chance during haunt"=0.25 # How long a spectre should live for, in seconds. # This affects all spectres, not just those spawned in the haunt. (default 20) I:"Spectre lifetime"=30 # Name of structure that spectres will haunt. (default Stronghold) S:"Structure to haunt"=Stronghold } StructureMaps { # Maximum emerald cost of a biome-specific structure map. (default 22) I:"Biome-specific maximum cost"=22 # Minimum emerald cost of a biome-specific structure map. (default 16) I:"Biome-specific minimum cost"=16 # List of biome-specific structures that are available as map locations. S:"Biome-specific structures" < desert_pyramid igloo jungle_pyramid swamp_hut > # List of general structures that are available as map locations. S:"General structures" < mineshaft village > # Maximum emerald cost of a general structure map. (default 7) I:"General structures maximum cost"=7 # Minimum emerald cost of a general structure map. (default 4) I:"General structures minimum cost"=4 # The level at which a cartographer will be unlocked for trading structure maps. (default 3) I:"Trade level"=3 } TotemOfReturning { # If Illusioners are enabled, add the totem as a possible drop. (default true) B:"Add as Illusioner drop"=false # Add the totem to mansions, mineshafts and nether fortress loot. (default true) B:"Add to loot"=false } TotemOfShielding { # If Illusioners are enabled, add the totem as a possible drop. (default true) B:"Add as Illusioner drop"=false # Add the totem to mansions, pyramids and jungle temple loot. (default true) B:"Add to loot"=false # The incoming player damage is multiplied by this amount before being transferred to the totem. (default 0.75) D:"Damage multiplier"=0.75 # Maximum durability of the totem. (default 100) I:"Maximum Health"=100 } VillageDecorations { # Armor Stands appear in village houses. (default true) B:"Armor Stands"=true # Chance (out of 1.0) of a village having barrels containing farming-related loot and composters scattered within its boundary. (default 0.6) D:"Barrels and composters outside"=0.4 # Beds appear in village houses. (default true) B:Beds=true # Coloured rugs appear in village houses and on the top of the village well. (default true) B:Carpet=true # Chance (out of 1.0) of items and blocks considered 'common' to spawn. (default 0.9) D:"Common chance"=0.8 # Chance (out of 1.0) of a village having tilled soil, crops and water wells within its boundary. (default 0.1) D:"Crops outside"=0 # Decorative blocks appear in village houses, such as bookshelves, polished stone and planks. (default true) B:"Decorative Blocks"=true # Chance (out of 1.0) of a chunk within the village boundary spawning a barrel. # This is only valid if the 'Barrels outside' config option allows it. (default 0.7) D:"Extra barrels weight"=0 # Chance (out of 1.0) of a chunk within the village boundary spawning a golem. # This is only valid if the 'Mobs outside' config option allows it. (default 0.1) D:"Extra golem weight"=0 # Chance (out of 1.0) of a chunk allowing any kind of mob generation. # The greater the chance, the more likely a mob will be considered to spawn. # This is only valid is the 'Mobs outside' config option allows it. (default 0.75) D:"Extra mobs weight"=0 # Chance (out of 1.0) of a chunk within the village boundary spawning some pumpkins. # This is only valid if the 'Pumpkins outside' config option allows it. (default 0.7) D:"Extra pumpkins weight"=0 # Chance (out of 1.0) of a village having more flowers (up to 3 types chosen based on village seed) within its boundary. (default 0.9) D:"Flowers outside"=0 # Functional / Interactive blocks appear in village houses, such as anvils, cauldrons and crafting tables. (default true) B:"Functional Blocks"=true # Item frames appear on the walls of village houses, with items specific to the house theme. (default true) B:"Item Frames"=true # Chance (out of 1.0) of a village having torches and lanterns scattered within its boundary. (default 0.8) D:"Lights outside"=1 # Chance (out of 1.0) of a village having more dogs, cats and golems within its boundary. # If the village is in a snowy biome, this option lets snow golems spawn. (default 0.75) D:"Mobs outside"=0.5 # Chance (out of 1.0) of a village having mushrooms spawn, including large mushrooms, within its boundary. (default 0.75) D:"Mushrooms outside"=0 # Chance (out of 1.0) of a village having pumpkins (and rarely melons) scattered within its boundary. (default 0.6) D:"Pumpkins outside"=0 # Chance (out of 1.0) of items and blocks considered 'rare' to spawn. (default 0.005) D:"Rare chance"=0.01 # Chests, crates and barrels (if enabled) appear in village houses, with loot specific to the house theme. (default true) B:Storage=true # Torches appear in village houses and around fields to stop water freezing. (default true) B:Torches=true # If true, trees that spawn within the village boundary can have vines hanging from them. # This is only valid if the 'Trees outside' config option allows it. # NOTE: chance for trees to spawn with cocoa beans when vines are enabled. (default false) B:"Trees can have vines"=false # Chance (out of 1.0) of a village having different types of trees spawn within its boundary. (default 0.75) D:"Trees outside"=0 # Chance (out of 1.0) of items and blocks considered 'uncommon' to spawn. (default 0.35) D:"Uncommon chance"=0.35 # Chance (out of 1.0) of items and blocks considered 'valuable' to spawn. (default 0.05) D:"Valuable chance"=0.05 # If true, vanilla tools can spawn in item frames and armor stands. # This is only valid if the 'Item frames' and 'Armor stands' config option allows it. (default true) B:"Vanilla tools in frames and stands"=true # Number of passes that the generator will erode structures in a zombie village chunk. (default 512) I:"Zombie village erosion damage"=512 # If true, zombie villages have damaged and eroded buildings and structures. (default true) B:"Zombie villages are eroded"=true } VindicatorsInRoofedForest { # Chance (out of 1.0) of a vindicator spawning as Johnny. (default 0.05) D:"Chance for Johnny"=0.01 # The higher this value, the more vindicators will spawn. (default 90) I:"Spawn weight"=50 } }