# Configuration file biome { B:biome_degraded=true } block { B:blood_chest=true B:blood_infuser=true B:blood_stained_block=true # The blacklisted blood stained blocks, by blockState name. (Java regular expressions are allowed) S:blood_stained_block.blockBlacklist < minecraft:redstone_lamp minecraft:crafting_table minecraft:magma > # The whitelisted blood stained blocks, by blockState name. (Java regular expressions are allowed). Only applicable if this list is not empty. Blacklist will still be checked after this. S:blood_stained_block.blockWhitelist < > # The amount of blood per HP (2HP = 1 heart) of the max mob health that will be added to this blockState when a mob dies from fall damage. I:blood_stained_block.bloodMBPerHP=20 B:blood_waxed_coal_block=true B:bloody_cobblestone=true B:box_of_eternal_closure=true B:colossal_blood_chest=true B:dark_block=true B:dark_blood_brick=true B:dark_blood_brick_stairs=true B:dark_brick=true B:dark_brick_stairs=true B:dark_ore=true B:dark_power_gem_block=true B:dark_tank=true B:display_stand=true B:entangled_chalice=true B:environmental_accumulator=true B:eternal_water_block=true B:excrement_pile=false # The relative effectiveness when compared to bonemeal if shift right click using. I:excrement_pile.effectiveness=3 # If Excrement can also poison any mob next to players. B:excrement_pile.poisonEntities=false B:gem_stone_torch=true # The radius that will be kept spirit-proof. I:gem_stone_torch.area=15 B:invisible_redstone_block=true B:lightning_bomb=true B:nether_monster_block=true B:obscured_glass=true B:purifier=true B:reinforced_undead_plank=true B:reinforced_undead_plank_stairs=true B:sanguinary_environmental_accumulator=true B:sanguinary_pedestal=true B:spiked_plate=true # The amount of damage per time. D:spiked_plate.damage=4.0 # The multiplier for amount of mB to receive per mob HP. D:spiked_plate.mobMultiplier=40.0 B:spirit_furnace=true B:spirit_portal=true B:spirit_reanimator=true B:undead_plank=true B:undead_plank_stairs=true } core { # If an anonymous mod startup analytics request may be sent to our analytics service. B:general.analytics=true # If the recipe loader should crash when finding invalid recipes. B:general.crashOnInvalidRecipe=true # If mod compatibility loader should crash hard if errors occur in that process. B:general.crashOnModCompatCrash=false # Set 'true' to enable development debug mode. This will result in a lower performance! B:general.debug=false # The minimum array size of potion types, increase to allow for more potion types. I:general.minimumPotionTypesArraySize=256 # Config version for EvilCraft. # DO NOT EDIT MANUALLY! S:general.version=0.10.61 # If the version checker should be enabled. B:general.versionChecker=true } "degradation effect" { B:biome=true B:knockbackdistort=true B:mobspawn=true B:nauseate=true B:paling=true B:particle=true B:sound=true B:terraform=false } enchantment { B:breaking=true B:life_stealing=true # The final modifier that should be applied to the healing amount. D:life_stealing.healModifier=0.1 B:poison_tip=true B:unusing=true B:vengeance=true } entity { # If crossed beams should cause explosions. B:entity_attack_vengeance_beam.crossBeamsExplosions=true # The amount of ticks (on average), this bomb should tick before explosion. I:entity_lightning_bomb.fuse=100 } fluid { # The allowed blood conversions with their ratio. (ratio 2 means that this fluid is 1mB of this fluid can be converted into 2mB of EvilCraft Blood. S:general.bloodConverters < blood:1.0 lifeessence:1.0 hell_blood:1.0 > } general { # If the blood gui overlay should be rendered. B:general.bloodGuiOverlay=true # The position to render the blood gui overlay at. (0=NE, 1=SE, 2=SW,3=NW) I:general.bloodGuiOverlayPosition=1 # The X offset for the blood gui overlay. I:general.bloodGuiOverlayPositionOffsetX=-5 # The Y offset for the blood gui overlay. I:general.bloodGuiOverlayPositionOffsetY=-5 # Evil stuff... B:general.dieWithoutAnyReason=false # Server-side: If farting is enabled on this server; Client-side: If farting can be seen at your client. B:general.farting=true # The amount of mB that can flow per tick out of machines and items. I:general.mbFlowRate=100 # If retro-generation of ores should be enabled. WARNING: This could cause lag if permanently enabled. B:general.retrogen=false # [Thaumcraft] If temporary warp should be added when hit by a Vengeance Spirit. B:general.thaumcraftVengeanceSpiritWarp=true # If crafting of the ender pearl should be enabled. B:potentia_sphere.enderPearlRecipe=true # If shapeless crafting of the higher tiers of weather containers should be enabled. B:weather_container.shapelessRecipes=true } item { B:biome_extract=true # A list of biome names for which no Biome Extracts may be created. S:biome_extract.craftingBlacklist < minecraft:sky > # If creative versions for all variants should be added to the creative tab. B:biome_extract.creativeTabVariants=true # The cooldown time int the Environmental Accumulator recipe. I:biome_extract.envirAccCooldownTime=500 # If this should have recipes inside the Environmental Accumulator. B:biome_extract.hasRecipes=true # A list of biome names for which no Biome Extracts may be used. S:biome_extract.usageBlacklist < minecraft:sky > I:bloodPearl.slownessDuration=0 B:blood_extractor=true # If held buckets should be autofilled when enabled. B:blood_extractor.autoFillBuckets=false # The amount of blood (mB) this container can hold. I:blood_extractor.containerSize=5000 # The maximum multiplier for amount of mB to receive per mob HP. IMPORTANT: must be larger than minimumMobMultiplier! D:blood_extractor.maximumMobMultiplier=40.0 # The minimum multiplier for amount of mB to receive per mob HP. D:blood_extractor.minimumMobMultiplier=5.0 B:blood_infusion_core=true B:blood_orb=true # The amount of second slowness should be applied after each teleport. I:blood_pearl.slownessDuration=0 B:blood_pearl_of_teleportation=true B:blood_potash=true B:blood_waxed_coal=true B:blook=true B:bowl_of_promises=true # If this item should be injected in loot tables.. B:box_of_eternal_closure.injectLootTables=true B:broom=true # The blood usage in mB per tick. I:broom.bloodUsage=10 # The blood usage in mB per block break. I:broom.bloodUsageBlockBreak=1 # Show broom modifier tooltips on source items. B:broom.broomModifierTooltips=false # Show broom part tooltips on source items. B:broom.broomPartTooltips=true # The position to render the broom gui overlay at. (0=NE, 1=SE, 2=SW,3=NW) I:broom.guiOverlayPosition=1 # The X offset for the broom gui overlay. I:broom.guiOverlayPositionOffsetX=-15 # The Y offset for the broom gui overlay. I:broom.guiOverlayPositionOffsetY=-10 # If the broom should spawn in loot chests. B:broom.lootChests=true B:broom_part=true B:burning_gem_stone=true # How much damage this item can take. I:burning_gem_stone.maxDamage=64 B:condensed_blood=true # If this item should be injected in loot tables.. B:condensed_blood.injectLootTables=true B:corrupted_tear=true B:creative_blood_drop=true B:dark_gem=true B:dark_gem_crushed=true B:dark_power_gem=true B:dark_spike=true B:dark_stick=true # If held buckets should be autofilled when enabled. B:dark_tank.autoFillBuckets=false B:darkened_apple=true B:dull_dust=true B:effortless_ring=true B:ender_tear=true # If this item should be injected in loot tables.. B:ender_tear.injectLootTables=true # The amount of liquid ender produced when TE or TCon is available. I:ender_tear.mbLiquidEnder=2000 B:environmental_accumulation_core=true B:exalted_crafter=true # If shift clicking on an item should first try to go into the crafting grid. B:exalted_crafter.shiftCraftingGrid=false B:garmonbozia=true B:golden_string=true B:hardened_blood_shard=true # The additional random amount of shards from when using flint 'n steel on Hardened Blood. I:hardened_blood_shard.additionalDropped=4 # The minimum amount of shards from when using flint 'n steel on Hardened Blood. I:hardened_blood_shard.minimumDropped=5 B:inverted_potentia=true I:invigPendant.capacity=5000 I:invigPendant.fireUsage=500 I:invigPendant.reduceDuration=30 I:invigPendant.usage=100 # The capacity of the pendant. I:invig_pendant.capacity=5000 # The amount of Blood to drain after one reduction/clearing of fire. -1 to disable fire extinguishing. I:invig_pendant.fireUsage=500 # The amount of seconds that will be reduced from the first found bad effect. I:invig_pendant.reduceDuration=30 # The amount of blood to drain after each clearing of one bad effect. I:invig_pendant.usage=100 B:invigorating_pendant=true B:kineticator=true # The amount of ticks in between each blood consumption when there are valid items in the area. I:kineticator.consumeHoldoff=20 # If the Kineticator should also attract XP orbs. B:kineticator.moveXP=true # The amount of ticks inbetween each area checking for items. I:kineticator.tickHoldoff=1 B:lightning_grenade=true B:mace_of_destruction=true B:mace_of_distortion=true B:necromancer_staff=true # The capacity of the container. I:necromancer_staff.capacity=10000 # The amount of Blood that will be drained per usage. I:necromancer_staff.usage=2000 B:origins_of_darkness=true # If this item should be injected in loot tables.. B:origins_of_darkness.injectLootTables=true B:piercing_vengeance_focus=true B:poison_bottle=true B:poison_sac=true B:potentia_sphere=true B:primed_pendant=true # The capacity of the pendant. I:primed_pendant.capacity=6000 # Usage multipliers. Potion ids are first, followed by floating numbers. A number smaller than one blacklists that potion. S:primed_pendant.potionMultipliers < 21:-1 10:10 > # The amount of Blood to drain after one effect application. I:primed_pendant.usage=2000 B:promise=true B:promise_acceptor=true B:redstone_grenade=true # If the redstone grenade should drop again as an item after it is being thrown. B:redstone_grenade.dropAfterUsage=false B:rejuvenated_flesh=true # The amount of blood (mB) that is consumed per bite. I:rejuvenated_flesh.biteUsage=1000 # The amount of blood (mB) this container can hold. I:rejuvenated_flesh.containerSize=10000 # Blood multiplier when Efficiency is active. D:sanguinary_pedestal.efficiencyBoost=1.5 B:sceptre_of_thunder=true B:spectral_glasses=true B:spikey_claws=true B:vein_sword=true # Maximum uses for this item. I:vein_sword.durability=32 # The multiply boost this sword has on the blood that is obtained. D:vein_sword.extractionBoost=2.0 # The area of effect in blocks in which this tool could enable vengeance spirits. I:vengeance.areaOfEffect=5 # The ^-1 chance for which vengeance spirits could be toggled. I:vengeance.vengeanceChance=3 B:vengeance_essence=true B:vengeance_focus=true B:vengeance_pickaxe=true # The default fortune enchantment level on these pickaxes. I:vengeance_pickaxe.fortuneLevel=5 # The default vengeance enchantment level on these pickaxes. I:vengeance_pickaxe.vengeanceLevel=3 B:vengeance_ring=true # The area of effect in # blocks of this ring. I:vengeance_ring.areaOfEffect=10 B:weather_container=true B:werewolf_bone=true B:werewolf_flesh=true # Humanoid flesh will drop in a 1/X chance. I:werewolf_flesh.humanoidFleshDropChance=5 B:werewolf_fur=true } machine { # If the Blood Chest should add random bad enchants with a small chance to repairing items. B:blood_chest.addRandomBadEnchants=true # The amount Blood mB required for repairing one damage value. I:blood_chest.mBPerDamage=100 # If the Blood Chest should be able to repair tools from Tinkers' Construct B:blood_chest.repairTConstructTools=true # The amount of ticks required for repairing one damage value. I:blood_chest.ticksPerDamage=2 # The blacklisted Blood Chest items, by item name. S:blood_infuser.itemBlacklist < minecraft:stick mysticalagriculture:infusion_crystal > # The base amount of concurrent items that need to be available before efficiency can rise. I:colossal_blood_chest.baseConcurrentItems=4 # The amount Blood mB required for repairing one damage value. I:colossal_blood_chest.baseMBPerDamage=15 # The amount of ticks required for repairing one damage value. I:colossal_blood_chest.ticksPerDamage=2 # If creative versions for all fluids should be added to the creative tab. B:dark_tank.creativeTabFluids=true # The maximum tank size visible in the creative tabs. (Make sure that you do not cross the max int size.) I:dark_tank.maxTankCreativeSize=4096000 # The maximum tank size possible by combining tanks. (Make sure that you do not cross the max int size.) I:dark_tank.maxTankSize=65536000 # If the fluid should be rendered statically. Fluids won't be shown fluently, but more efficiently.tab. B:dark_tank.staticBlockRendering=false # If the fluid should be rendered statically. Fluids won't be shown fluently, but more efficiently.tab. B:entangled_chalice.staticBlockRendering=false # Sets the default default speed in increments per tick with which an item will move when being process by an environmental accumulator. D:envir_acc.defaultProcessItemSpeed=0.015 # Sets the default amount of ticks the environmental accumulator takes to process an item. I:envir_acc.defaultProcessItemTickCount=100 # Sets the default amount of ticks the environmental accumulator takes to cool down I:envir_acc.defaultTickCooldown=1200 # The base blood usage in mB for recipes, this is multiplied with the cooldown time per recipe. I:sang_envir_acc.baseUsage=50 # How much mB per tick this furnace should consume for boss mob spirit. I:spirit_furnace.bossMBPerTick=250 # How much mB per tick this furnace should consume. I:spirit_furnace.mBPerTick=25 # If the machine should play mob death sounds. B:spirit_furnace.mobDeathSounds=true # Custom mob drops. Maps entity names to a loot table resource location. Expects the format entityname|loottable. For example: 'Pig|minecraft:entities/sheep' S:spirit_furnace.mobDrops < > # Custom player drops. Maps player UUID to an itemstack. Expects the format domain:itemname:amount:meta for items where amount and meta are optional. S:spirit_furnace.playerDrops < 93b459be-ce4f-4700-b457-c1aa91b3b687|minecraft:stone_slab > # How much mB per tick this furnace should consume for player spirit. I:spirit_furnace.playerMBPerTick=100 # The required amount of ticks for each HP for cooking an entity. I:spirit_furnace.requiredTicksPerHp=10 # The 1/X chance for villagers to drop emeralds. 0 means no drops. I:spirit_furnace.villagerDropEmeraldChance=20 # If the Box of Eternal Closure should be cleared after a revival. B:spirit_reanimator.clearBoxContents=true # How much mB per tick this machine should consume. I:spirit_reanimator.mBPerTick=5 # The required amount of ticks for each reanimation. I:spirit_reanimator.requiredTicks=500 } mob { # The blacklisted items which should not be influenced by the Kineticator, by unique item/blockState name. S:kineticator.kineticateBlacklist < appliedenergistics2:item.ItemCrystalSeed > # Should the Netherfish be enabled? B:netherfish.isEnabled=false # Should the Poisonous Libelle do damage, next to poisoning? B:poisonous_libelle.hasAttackDamage=false # Should the Poisonous Libelle be enabled? B:poisonous_libelle.isEnabled=true # The minimum Y-level this mob can spawn at. I:poisonous_libelle.minY=55 # 1/X chance on getting poisoned when hit. I:poisonous_libelle.poisonChance=20 # Whether vengeance spirits should always be visible in creative mode. B:vengeance_spirit.alwaysVisibleInCreative=false # The blacklisted entity spirits, by entity name. S:vengeance_spirit.entityBlacklist < evilcraft:werewolf intangible:soul > # Should the Vengeance Spirit be enabled? B:vengeance_spirit.isEnabled=true # The 1/X chance that an actual spirit will spawn when doing actions like mining with the Vengeance Pickaxe. I:vengeance_spirit.nonDegradedSpawnChance=5 # The maximum amount of vengeance spirits naturally spawnable in the spawnLimitArea. I:vengeance_spirit.spawnLimit=5 # The area in which the spawn limit will be checked on each spawn attempt. I:vengeance_spirit.spawnLimitArea=5 # Should the Werewolf be enabled? B:werewolf.isEnabled=true B:werewolf_villager=true } "mod compat" { # Vengeance Ring, Invigorating Pendant and Effortless Ring baubles. B:baubles=true } potion { B:paling=true } worldgeneration { # How much ores per vein. I:dark_ore.blocksPerVein=4 # Generation ends of this level. I:dark_ore.endY=55 # Generation starts from this level. I:dark_ore.startY=25 # How many veins per chunk. I:dark_ore.veinsPerChunk=4 # The spawn chance for loot chests in dark temples, set to zero to completely disable. D:general.darkTempleChestChance=0.10 # Whitelisted dimensions in which dark temples can generate. I:general.darkTempleDimensions < 0 > # Frequency at which dark temples should occur. 1 means every chunk, 100 means every 100th chunk. I:general.darkTempleFrequency=315 # Maximum blockState height at which a dark temple can spawn. I:general.darkTempleMaxHeight=256 # Maximal length of the pillars of a dark temple. I:general.darkTempleMaxPillarLength=20 # Minimum block height at which a dark temple can spawn. I:general.darkTempleMinHeight=60 # The minimum distance in chunks between dark temples, higher values will slow down worldgen. I:general.darkTempleMinimumChunkDistance=60 # Whitelisted dimensions in which evil dungeons can generate. I:general.evilDungeonDimensions < 0 > # Spawn extra netherfish blocks in all biomes. B:general.extraSilverfish=false # How many veins per chunk. I:nether_monster_block.veinsPerChunk=250 }