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3
config/etf_warnings.json
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3
config/etf_warnings.json
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{
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"ignoredConfigIds": []
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}
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9
config/fabricskyboxes-config.json
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9
config/fabricskyboxes-config.json
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{
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"generalSettings": {
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"enable": true,
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"unexpectedTransitionDuration": 20,
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"keepVanillaBehaviour": true,
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"debugMode": false,
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"debugHud": false
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}
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}
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11
config/fabrishot.properties
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11
config/fabrishot.properties
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#Fabrishot screenshot config
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#Wed Apr 10 18:19:57 CDT 2024
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custom_file_name=huge_%time%
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hide_hud=false
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delay=3
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width=3840
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override_screenshot_key=false
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save_file=true
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disable_gui_scaling=false
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file_format=PNG
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height=2160
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5
config/fastquit.toml
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config/fastquit.toml
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renderSavingScreen = false
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showToasts = false
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showSavingTime = "TRUE"
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backgroundPriority = 5
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allowMultipleServers = true
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22
config/ferritecore.mixin.properties
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22
config/ferritecore.mixin.properties
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# Replace the blockstate neighbor table
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replaceNeighborLookup = true
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# Do not store the properties of a state explicitly and read themfrom the replace neighbor table instead. Requires replaceNeighborLookup to be enabled
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replacePropertyMap = true
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# Cache the predicate instances used in multipart models
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cacheMultipartPredicates = true
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# Avoid creation of new strings when creating ModelResourceLocations
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modelResourceLocations = true
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# Do not create a new MultipartBakedModel instance for each block state using the same multipartmodel. Requires cacheMultipartPredicates to be enabled
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multipartDeduplication = true
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# Deduplicate cached data for blockstates, most importantly collision and render shapes
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blockstateCacheDeduplication = true
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# Deduplicate vertex data of baked quads in the basic model implementations
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bakedQuadDeduplication = true
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# Use smaller data structures for "simple" models, especially models with few side-specific faces
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modelSides = true
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# Replace objects used to detect multi-threaded access to chunks by a much smaller field. This option is disabled by default due to very rare and very hard-to-reproduce crashes, use at your own risk!
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useSmallThreadingDetector = true
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# Use a slightly more compact, but also slightly slower representation for block states
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compactFastMap = false
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# Populate the neighbor table used by vanilla. Enabling this slightly increases memory usage, but can help with issues in the rare case where mods access it directly.
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populateNeighborTable = false
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16
config/forgeconfigapiport.toml
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16
config/forgeconfigapiport.toml
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#When single config values need to be corrected (think like the config value is a number 1-10, but the user enters an incompatible input like '5.0', in that case only this single value needs fixing not the whole file),
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#Forge restores the built-in default value for that option, but ignores a value that is set in a possibly present default config in 'defaultconfigs'.
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#This option fixes this behavior and checks for a value in a default config from 'defaultconfigs' before falling back to the built-in default.
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correctConfigValuesFromDefaultConfig = true
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#Disables File Watcher. Used to automatically update config if its file has been modified.
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disableConfigWatcher = false
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#Path to load default configs from, intended for setting global server configs for newly created worlds, but also works when recreating client and common configs.
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defaultConfigsPath = "defaultconfigs"
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#Config loading from a file config appears to occasionally fail and throw a com.electronwill.nightconfig.core.io.ParsingException: Not enough data available.
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#This workaround catches the exception, and recreates a fresh file to try config loading for again. If loading fails for the new file the original exception is thrown.
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#To make sure any required changes through configs stay intact through such recreations, placed your changed configs in the 'defaultconfigs' directory.
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recreateConfigsWhenParsingFails = true
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#Prevent server config files from being saved inside the current world directory. Instead, save them to the global config directory in .minecraft/config/.
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#This option effectively disables per world server configs, but helps a lot with avoiding user confusion.
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#Local server configs are still supported as they are on Forge when a server config file is manually copied to a world.
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forceGlobalServerConfigs = true
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7
config/fsb-interop.json
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config/fsb-interop.json
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{
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"interoperability": true,
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"debug_mode": false,
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"prefer_f_s_b_native": true,
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"process_opti_fine": true,
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"process_m_c_patcher": false
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}
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6
config/getittogetherdrops.json5
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config/getittogetherdrops.json5
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{
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// The radius (in blocks) that dropped items should check around them for other dropped items to combine with ("0.5" is vanilla behavior). Can be between 0.5 and 500.0
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"radius": 2.0,
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// Set to true if you want dropped items to also check above and below them, set to false if not ("false" is vanilla behavior)
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"checkY": true
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}
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14
config/goldenagecombat-client.toml
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14
config/goldenagecombat-client.toml
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#Lost hearts no longer flash when disappearing, so it is easier to see how much health you currently have.
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disable_flashing_hearts = false
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#Eye height changes instantly without any interpolation. Affects mainly sneaking and swimming.
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instant_eye_height_change = false
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#Allows block hitting, bow and food punching to render properly (meaning attacking and then using the item directly afterwards). The hitting animation is no longer consumed as in vanilla.
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full_interact_animations = true
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#Don't play the first person item reequip animation when beginning to use an item by holding the mouse button, like a shield or bow.
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no_reequip_when_using = true
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#Choose a style for the attributes display on item tooltips.
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#NONE: No information regarding attributes is added.
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#LEGACY: The pre-1.9 attributes style, mainly recognizable for using blue text instead of green.
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#MODERN: The current vanilla attribute style.
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#Allowed Values: NONE, LEGACY, MODERN
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attributes_style = "LEGACY"
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49
config/goldenagecombat-server.toml
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49
config/goldenagecombat-server.toml
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#Boost sharpness enchantment to 1.25 damage points per level instead of just 0.5.
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boost_sharpness = false
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#Expand all entity hitboxes by 10%, making hitting a target possible from a slightly greater range and with much increased accuracy.
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inflate_hitboxes = false
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#Is the sweeping edge enchantment required to perform a sweep attack.
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require_sweeping_edge = true
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#Attacking will no longer stop the player from sprinting. Very useful when swimming, so you can fight underwater without being stopped on every hit.
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sprint_attacks = true
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#Sprinting and attacking no longer interfere with each other, making critical hits possible at all times.
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critical_hits_while_sprinting = true
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#Completely remove the attack cooldown as if it never even existed in the first place.
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remove_attack_cooldown = true
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#Makes knockback stronger towards targets not on the ground (does not apply when in water).
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upwards_knockback = true
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#Only damage tools by 1 durability instead of 2 when attacking. Apply the same logic to swords when harvesting blocks.
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no_item_durability_penalty = true
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#Allow using the "Attack" button while the "Use Item" button is held for mining blocks. Does not make a lot of sense, but it used to be a feature in old pvp.
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interact_while_using = false
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#Give Regeneration V and Absorption I instead of Regeneration II and Absorption IV after consuming a notch apple.
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notch_apple_effects = true
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#Health only regenerates every 4 seconds, while requiring 18 or more food points. Surplus saturation does not yield quick health regeneration.
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legacy_food_mechanics = false
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#Player is knocked back by attacks which do not cause any damage, such as when hit by snowballs, eggs, and fishing rod hooks.
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weak_attacks_knock_back_players = true
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[adjustments]
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#Disable rendering for certain particle types from modern combat, since they kinda clutter the screen since attacks can be dealt much quicker with classic combat options enabled.
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#This option can be used to prevent basically any particle from showing.
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#Format for every entry is "<namespace>:<path>". Tags are supported, must be in the format of "#<namespace>:<path>". Namespace may be omitted to use "minecraft" by default. May use asterisk as wildcard parameter via pattern matching, e.g. "minecraft:*_shulker_box" to match all shulker boxes no matter of color. Begin an entry with "!" to make sure it is excluded, useful e.g. when it has already been matched by another pattern.
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canceled_particles = ["minecraft:damage_indicator", "minecraft:sweep_attack"]
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#Prevent various attack sounds added for the cooldown mechanic from playing.
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#This option can be used to prevent basically any individual sound from playing.
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#Format for every entry is "<namespace>:<path>". Tags are supported, must be in the format of "#<namespace>:<path>". Namespace may be omitted to use "minecraft" by default. May use asterisk as wildcard parameter via pattern matching, e.g. "minecraft:*_shulker_box" to match all shulker boxes no matter of color. Begin an entry with "!" to make sure it is excluded, useful e.g. when it has already been matched by another pattern.
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canceled_attack_sounds = ["minecraft:entity.player.attack.crit", "minecraft:entity.player.attack.knockback", "minecraft:entity.player.attack.nodamage", "minecraft:entity.player.attack.strong", "minecraft:entity.player.attack.weak", "minecraft:entity.player.attack.sweep"]
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[attributes]
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#Overrides for setting and balancing attack damage values of items.
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#Takes precedence over any changes made by "legacy_attack_damage" option, but requires it to be enabled.
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#As with all items, this value is added ON TOP of the default attack strength of the player (which is 1.0 by default).
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#Format for every entry is "<namespace>:<path>,<amount>". Tags are supported, must be in the format of "#<namespace>:<path>". Namespace may be omitted to use "minecraft" by default. May use asterisk as wildcard parameter via pattern matching, e.g. "minecraft:*_shulker_box" to match all shulker boxes no matter of color.
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custom_attack_damage_overrides = []
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#Revert weapon and tool attack damage to legacy values.
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legacy_attack_damage_values = true
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[fishing_rods]
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#Hooking entities with a fishing rod causes only 3 damage points to the rod instead of 5.
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slower_breaking = true
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#Fishing rod deals knockback upon hitting an entity.
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cause_knockback = true
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#Entities reeled in using a fishing rod are slightly launched upwards.
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launch_entities = true
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36
config/icterine.yml
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36
config/icterine.yml
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# Report issues on Github https://github.com/Mephodio/Icterine/issues
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# Discuss, get help or report issues on Discord https://discord.gg/2SpfwvM7dm
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# Enables debug logs
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# Will worsen your performance, please do not enable if you don't need it!
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debug_mode: false
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# Cancels advancement check when stack becomes empty (for example, when player throws out the whole stack).
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# Injects into InventoryChangeTrigger.
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# Disable if you have mixin conflict or some advancements became unobtainable (and also report on github/discord!).
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ignore_triggers_for_emptied_stacks: true
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# Cancels advancement check when stack size decreases (for example, when player throws out one item from stack).
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# Injects into InventoryChangeTrigger, ItemStack, AbstractContainerMenu.
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# Disable if you have mixin conflict or some advancements became unobtainable (and also report on github/discord!).
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ignore_triggers_for_decreased_stacks: true
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# Optimizes advancement check for advancements that require multiple items (for example, "Cover me in debris" requires full netherite armor set).
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# Injects into InventoryChangeTriggerInstance.
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# Disable if you have mixin conflict or some advancements became unobtainable (and also report on github/discord!).
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optimize_multiple_predicate_trigger: true
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# Disables advancement check when you just open any container (for example, chest or backpack).
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# Injects into AbstractContainerMenu.
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# Disable if you have mixin conflict or problems with any container (and also report on github/discord!).
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initialize_inventory_last_slots: true
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# Skips advancement check when you pick up or otherwise increase stack size if this change doesn't pass any advancement threshold.
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# For example, dirt stack size increased from 52 to 53, but there's no advancement for getting 53 dirt in your modpack.
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optimize_triggers_for_increased_stacks: true
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# When checking each item criterion, first check the count requirement and see if it was fulfilled before.
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# For example, there is advancement for getting stone block, any amount. You have 52 dirt, and you pick up one more. There is
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# no way you can the get stone advancement from this action, because it requires any amount of item, and you already had some.
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# Another example: there is no way you can get the advancement for 64 emerald blocks if you don't have dirt and you pick up 5 dirt.
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check_count_before_item_predicate_match: true
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23
config/immediatelyfast.json
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23
config/immediatelyfast.json
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{
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"REGULAR_INFO": "----- Regular config values below -----",
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"font_atlas_resizing": true,
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"map_atlas_generation": true,
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"hud_batching": true,
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"fast_text_lookup": true,
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"fast_buffer_upload": true,
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"fast_buffer_upload_size_mb": 128,
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"fast_buffer_upload_explicit_flush": true,
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"COSMETIC_INFO": "----- Cosmetic only config values below (Does not optimize anything) -----",
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"dont_add_info_into_debug_hud": false,
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"EXPERIMENTAL_INFO": "----- Experimental config values below (Rendering glitches may occur) -----",
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"experimental_disable_error_checking": true,
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"experimental_disable_resource_pack_conflict_handling": true,
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"experimental_sign_text_buffering": false,
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"experimental_screen_batching": false,
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"DEBUG_INFO": "----- Debug only config values below (Do not touch) -----",
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"debug_only_and_not_recommended_disable_universal_batching": false,
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"debug_only_and_not_recommended_disable_mod_conflict_handling": false,
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"debug_only_and_not_recommended_disable_hardware_conflict_handling": false,
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"debug_only_print_additional_error_information": false,
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"debug_only_use_last_usage_for_batch_ordering": false
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}
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