graafgakdgadlkadupada;fsjla;jlfsaf'lk;]a[ofd;./mn,w

This commit is contained in:
omoso
2024-05-18 22:03:15 -05:00
committed by GitHub
parent 0970a5cb14
commit 820f866c0e
12 changed files with 201 additions and 0 deletions

3
config/etf_warnings.json Normal file
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{
"ignoredConfigIds": []
}

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{
"generalSettings": {
"enable": true,
"unexpectedTransitionDuration": 20,
"keepVanillaBehaviour": true,
"debugMode": false,
"debugHud": false
}
}

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#Fabrishot screenshot config
#Wed Apr 10 18:19:57 CDT 2024
custom_file_name=huge_%time%
hide_hud=false
delay=3
width=3840
override_screenshot_key=false
save_file=true
disable_gui_scaling=false
file_format=PNG
height=2160

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config/fastquit.toml Normal file
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renderSavingScreen = false
showToasts = false
showSavingTime = "TRUE"
backgroundPriority = 5
allowMultipleServers = true

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# Replace the blockstate neighbor table
replaceNeighborLookup = true
# Do not store the properties of a state explicitly and read themfrom the replace neighbor table instead. Requires replaceNeighborLookup to be enabled
replacePropertyMap = true
# Cache the predicate instances used in multipart models
cacheMultipartPredicates = true
# Avoid creation of new strings when creating ModelResourceLocations
modelResourceLocations = true
# Do not create a new MultipartBakedModel instance for each block state using the same multipartmodel. Requires cacheMultipartPredicates to be enabled
multipartDeduplication = true
# Deduplicate cached data for blockstates, most importantly collision and render shapes
blockstateCacheDeduplication = true
# Deduplicate vertex data of baked quads in the basic model implementations
bakedQuadDeduplication = true
# Use smaller data structures for "simple" models, especially models with few side-specific faces
modelSides = true
# 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!
useSmallThreadingDetector = true
# Use a slightly more compact, but also slightly slower representation for block states
compactFastMap = false
# 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.
populateNeighborTable = false

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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),
#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'.
#This option fixes this behavior and checks for a value in a default config from 'defaultconfigs' before falling back to the built-in default.
correctConfigValuesFromDefaultConfig = true
#Disables File Watcher. Used to automatically update config if its file has been modified.
disableConfigWatcher = false
#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.
defaultConfigsPath = "defaultconfigs"
#Config loading from a file config appears to occasionally fail and throw a com.electronwill.nightconfig.core.io.ParsingException: Not enough data available.
#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.
#To make sure any required changes through configs stay intact through such recreations, placed your changed configs in the 'defaultconfigs' directory.
recreateConfigsWhenParsingFails = true
#Prevent server config files from being saved inside the current world directory. Instead, save them to the global config directory in .minecraft/config/.
#This option effectively disables per world server configs, but helps a lot with avoiding user confusion.
#Local server configs are still supported as they are on Forge when a server config file is manually copied to a world.
forceGlobalServerConfigs = true

7
config/fsb-interop.json Normal file
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{
"interoperability": true,
"debug_mode": false,
"prefer_f_s_b_native": true,
"process_opti_fine": true,
"process_m_c_patcher": false
}

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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
"radius": 2.0,
// Set to true if you want dropped items to also check above and below them, set to false if not ("false" is vanilla behavior)
"checkY": true
}

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#Lost hearts no longer flash when disappearing, so it is easier to see how much health you currently have.
disable_flashing_hearts = false
#Eye height changes instantly without any interpolation. Affects mainly sneaking and swimming.
instant_eye_height_change = false
#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.
full_interact_animations = true
#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.
no_reequip_when_using = true
#Choose a style for the attributes display on item tooltips.
#NONE: No information regarding attributes is added.
#LEGACY: The pre-1.9 attributes style, mainly recognizable for using blue text instead of green.
#MODERN: The current vanilla attribute style.
#Allowed Values: NONE, LEGACY, MODERN
attributes_style = "LEGACY"

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#Boost sharpness enchantment to 1.25 damage points per level instead of just 0.5.
boost_sharpness = false
#Expand all entity hitboxes by 10%, making hitting a target possible from a slightly greater range and with much increased accuracy.
inflate_hitboxes = false
#Is the sweeping edge enchantment required to perform a sweep attack.
require_sweeping_edge = true
#Attacking will no longer stop the player from sprinting. Very useful when swimming, so you can fight underwater without being stopped on every hit.
sprint_attacks = true
#Sprinting and attacking no longer interfere with each other, making critical hits possible at all times.
critical_hits_while_sprinting = true
#Completely remove the attack cooldown as if it never even existed in the first place.
remove_attack_cooldown = true
#Makes knockback stronger towards targets not on the ground (does not apply when in water).
upwards_knockback = true
#Only damage tools by 1 durability instead of 2 when attacking. Apply the same logic to swords when harvesting blocks.
no_item_durability_penalty = true
#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.
interact_while_using = false
#Give Regeneration V and Absorption I instead of Regeneration II and Absorption IV after consuming a notch apple.
notch_apple_effects = true
#Health only regenerates every 4 seconds, while requiring 18 or more food points. Surplus saturation does not yield quick health regeneration.
legacy_food_mechanics = false
#Player is knocked back by attacks which do not cause any damage, such as when hit by snowballs, eggs, and fishing rod hooks.
weak_attacks_knock_back_players = true
[adjustments]
#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.
#This option can be used to prevent basically any particle from showing.
#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.
canceled_particles = ["minecraft:damage_indicator", "minecraft:sweep_attack"]
#Prevent various attack sounds added for the cooldown mechanic from playing.
#This option can be used to prevent basically any individual sound from playing.
#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.
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"]
[attributes]
#Overrides for setting and balancing attack damage values of items.
#Takes precedence over any changes made by "legacy_attack_damage" option, but requires it to be enabled.
#As with all items, this value is added ON TOP of the default attack strength of the player (which is 1.0 by default).
#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.
custom_attack_damage_overrides = []
#Revert weapon and tool attack damage to legacy values.
legacy_attack_damage_values = true
[fishing_rods]
#Hooking entities with a fishing rod causes only 3 damage points to the rod instead of 5.
slower_breaking = true
#Fishing rod deals knockback upon hitting an entity.
cause_knockback = true
#Entities reeled in using a fishing rod are slightly launched upwards.
launch_entities = true

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config/icterine.yml Normal file
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# Report issues on Github https://github.com/Mephodio/Icterine/issues
# Discuss, get help or report issues on Discord https://discord.gg/2SpfwvM7dm
# Enables debug logs
# Will worsen your performance, please do not enable if you don't need it!
debug_mode: false
# Cancels advancement check when stack becomes empty (for example, when player throws out the whole stack).
# Injects into InventoryChangeTrigger.
# Disable if you have mixin conflict or some advancements became unobtainable (and also report on github/discord!).
ignore_triggers_for_emptied_stacks: true
# Cancels advancement check when stack size decreases (for example, when player throws out one item from stack).
# Injects into InventoryChangeTrigger, ItemStack, AbstractContainerMenu.
# Disable if you have mixin conflict or some advancements became unobtainable (and also report on github/discord!).
ignore_triggers_for_decreased_stacks: true
# Optimizes advancement check for advancements that require multiple items (for example, "Cover me in debris" requires full netherite armor set).
# Injects into InventoryChangeTriggerInstance.
# Disable if you have mixin conflict or some advancements became unobtainable (and also report on github/discord!).
optimize_multiple_predicate_trigger: true
# Disables advancement check when you just open any container (for example, chest or backpack).
# Injects into AbstractContainerMenu.
# Disable if you have mixin conflict or problems with any container (and also report on github/discord!).
initialize_inventory_last_slots: true
# Skips advancement check when you pick up or otherwise increase stack size if this change doesn't pass any advancement threshold.
# For example, dirt stack size increased from 52 to 53, but there's no advancement for getting 53 dirt in your modpack.
optimize_triggers_for_increased_stacks: true
# When checking each item criterion, first check the count requirement and see if it was fulfilled before.
# For example, there is advancement for getting stone block, any amount. You have 52 dirt, and you pick up one more. There is
# no way you can the get stone advancement from this action, because it requires any amount of item, and you already had some.
# 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.
check_count_before_item_predicate_match: true

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{
"REGULAR_INFO": "----- Regular config values below -----",
"font_atlas_resizing": true,
"map_atlas_generation": true,
"hud_batching": true,
"fast_text_lookup": true,
"fast_buffer_upload": true,
"fast_buffer_upload_size_mb": 128,
"fast_buffer_upload_explicit_flush": true,
"COSMETIC_INFO": "----- Cosmetic only config values below (Does not optimize anything) -----",
"dont_add_info_into_debug_hud": false,
"EXPERIMENTAL_INFO": "----- Experimental config values below (Rendering glitches may occur) -----",
"experimental_disable_error_checking": true,
"experimental_disable_resource_pack_conflict_handling": true,
"experimental_sign_text_buffering": false,
"experimental_screen_batching": false,
"DEBUG_INFO": "----- Debug only config values below (Do not touch) -----",
"debug_only_and_not_recommended_disable_universal_batching": false,
"debug_only_and_not_recommended_disable_mod_conflict_handling": false,
"debug_only_and_not_recommended_disable_hardware_conflict_handling": false,
"debug_only_print_additional_error_information": false,
"debug_only_use_last_usage_for_batch_ordering": false
}