# Configuration file additional { # List any mob names you want disabled on the server S:disableMobNames < > # Should player inventories be stored after death (can be later restored with ob_inventory command) B:dumpDeadPlayersInventories=true } blocks { B:autoanvil=true B:autoenchantmenttable=true B:beartrap=true B:bigbutton=true B:blockPlacer=true B:blockbreaker=true B:cannon=true B:canvas=true B:canvasglass=true B:donationStation=true B:drawingtable=true B:elevator=true B:fan=true B:flag=true B:goldenegg=true B:grave=true B:guide=true B:heal=true B:imaginary=true B:itemDropper=true B:ladder=true B:paintcan=true B:paintmixer=true B:path=true B:projector=true B:ropeladder=true B:scaffolding=true B:sky=true B:sponge=true B:sprinkler=true B:tank=true B:target=true B:trophy=true B:vacuumhopper=true B:village_highlighter=true B:xpbottler=true B:xpdrain=true B:xpshower=true } cartographer { # List of blocks that should be invisible to cartographer. Example: id:3, OpenBlocks:openblocks_radio (case sensitive) S:blockBlacklist < "Natura:Cloud" > } crane { # Enable magnet turtles B:addTurtles=true # Use shift to control crane direction (otherwise, toggle every time) B:boringMode=true # Enable collision checking of crane arm B:doCraneCollisionCheck=false # Show magnet turtles in creative list B:showTurtles=true # Maximal distance from turtle to magnet when deactivating D:turtleMagnetDeactivateRange=3.0 # Range of magnet CC peripheral D:turtleMagnetRange=4.0 } cursor { # Amount of damage a cursor can take I:cursorMaxDamage=128 } debug { B:enableChangelogBooks=false # Show structures found by golden eye B:goldenEyeDebug=false # Dump extra amount of data, every time grave is created B:gravesDebug=false } dropblock { B:elevatorDrainsXP=false # XP consumed by elevator (total amount = ratio * distance) D:elevatorXpDrainRatio=0.0 # Disable limit of blocks between elevators (equivalent to maxPassThrough = infinity) B:ignoreAllBlocks=false # The elevator will ignore half blocks when counting the blocks it can pass through B:ignoreHalfBlocks=false # The elevator will try to pass through blocks that have custom collision boxes B:irregularBlocksArePassable=true # The maximum amount of blocks the elevator can pass through before the teleport fails I:maxPassThrough=4 # The range of the drop block I:searchDistance=20 # Defines blocks that are handled specially by elevators. Entries are in form :: or id::. Possible actions: abort (elevator can't pass block), increment (counts for elevatorMaxBlockPassCount limit) and ignore S:specialBlockRules < > } egg { # Can golden egg pick blocks while hatching (may lead to glitches) B:pickBlocks=true } fan { # Maximum force applied every tick to entities nearby (linear decay) D:fanForce=0.05 # Range of fan in blocks D:fanRange=10.0 # Is fan force controlled by redstone current B:isRedstoneActivated=true } features { # Explosive enchant can break blocks at level 3 B:explosiveEnchantGrief=true # Id of explosive enchantment I:explosiveEnchantmentId=211 # Id of flim flam enchantment I:flimFlamEnchantmentId=213 # Should every player get info book on first login B:infoBook=true # Id of last stand enchantment I:lastStandEnchantmentId=212 # Id of liquid XP fluid (WARNING: only for users who know what they are doing - changing this id can break worlds S:xpFluidId=xpjuice # Storage in mB needed to store single XP point I:xpToLiquidRatio=20 } glasses { # 0.0 - no visible change to world, 1.0 - world fully obscured D:opacity=0.95 # Use texture for obscuring world B:useTexture=true } graves { # Can grave spawn single block of dirt when it has no block under? B:canSpawnBase=true # Try to overwrite blocks with graves if no suitable place is found on first try B:destructiveGraves=false # Spawn rate, range: 0..1, default: about 1 per 50s D:skeletonSpawnRate=0.002 # Size of cube searched for spaces suitable for grave spawning I:spawnRange=10 # Should grave randomly spawn skeletons B:spawnSkeletons=true # Frequency of special action on grave digging, 0..1 D:specialActionFrequency=0.03 # Store contents of spawned graves into separate NBT files (can later be restored with ob_inventory command) B:storeContents=true # Should grave try to spawn when player died by falling into void? (false -> legacy behaviour) B:voidFix=true } guide { # How builder guide should react to redstone. 0 - not sensitive, 1 - powered == on, -1 - inverted I:redstoneSensitivity=1 # Square of guide maximum render distance D:renderDistanceSq=65536.0 } hacks { # Enable experimental features that may be buggy or broken entirely B:enableExperimentalFeatures=false B:tryHookPlayerRenderer=true } imaginary { # Speed of imaginary blocks fading/appearing D:fadingSpeed=0.0075 # Number of newly created crayon/pencil uses D:numberOfUses=10.0 } items { B:cartographer=true B:craneBackpack=true B:craneControl=true B:crayonGlasses=true B:cursor=true B:devnull=true B:emptyMap=true B:filledbucket=true B:goldenEye=true B:hangglider=true B:heightMap=true B:infoBook=true B:luggage=true B:paintBrush=true B:pedometer=true B:pencilGlasses=true B:seriousGlasses=true B:sleepingBag=true B:slimalyzer=true B:sonicglasses=true B:spongeonastick=true B:squeegee=true B:stencil=true B:tastyClay=true B:technicolorGlasses=true B:tunedCrystal=true } loot { B:donationStation=false B:paintBrush=false B:sonicGlasses=false B:stencil=false B:technicolorGlasses=true } magnet { # Can crane magnet pick block? B:pickBlocks=true # Can crane magnet pick entities? B:pickEntities=true } radio { B:enableChestLoot=true I:maxSources=3 S:radioStations < > # Music merchant id (-1 to disable) I:radioVillagerId=6156 # Should tuned crystals sell records too B:radioVillagerSellsRecords=true S:replaceList < "http://69.46.75.101:80 http://idobiradio.idobi.com" > } scaffolding { # The rate at which scaffolding should break. 0 - fastest I:despawnRate=4 } sponge { # Sponge block range (distance from center) I:spongeRange=3 # SpongeOnAStick use count I:spongeStickUseCount=256 } sprinkler { # 1/chance that crops will be fertilized with bonemeal I:bonemealFertilizeChance=200 # The range in each cardinal direction that crops will be affected. I:effectiveRange=4 # 1/chance that crops will be fertilized without bonemeal I:fertilizeChance=500 } tanks { # The amount of buckets each tank can hold I:bucketsPerTank=16 # Should filled tanks be searchable with creative menu B:displayAllFluids=false # Tanks will emit light when they contain a liquid that glows (eg. lava) B:emitLight=true # Should tanks try to balance liquid amounts with neighbours B:tankTicks=true } tomfoolery { # You know, THAT thing! That you shouldn't do in public! B:doItWhileTyping=false # Blacklist/Whitelist for effects used by flim-flam enchantment S:flimFlamBlacklist < > # If true, flim-flam blacklist will become whitelist B:reverseBlacklist=false # Allow only flimflams that don't cause death (or at least very rarely) B:safeOnly=false # Are you serious too? B:weAreSeriousPeople=true } trophy { # The chance (from 0 to 1) of a trophy drop. for example, 0.001 for 1/1000 D:trophyDropChance=0.001 }