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512
config/openblocks.cfg
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512
config/openblocks.cfg
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# Configuration file
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additional {
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# List any mob names (like 'minecraft:bat') you want disabled on the server
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S:disableMobNames <
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>
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# Should player inventories be stored after death (can be later restored with ob_inventory command)
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B:dumpDeadPlayersInventories=true
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}
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blocks {
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B:auto_anvil=true
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B:auto_enchantment_table=true
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B:beartrap=true
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B:big_button=true
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B:big_button_wood=true
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B:block_breaker=true
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B:block_placer=true
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B:builder_guide=true
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B:cannon=true
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B:canvas=true
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B:canvas_glass=true
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B:donation_station=true
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B:drawing_table=true
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B:elevator=true
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B:elevator_rotating=true
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B:fan=true
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B:flag=true
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B:golden_egg=true
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B:grave=false
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B:guide=true
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B:heal=true
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B:imaginary=true
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B:item_dropper=true
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B:ladder=true
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B:paint_can=true
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B:paint_mixer=true
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B:path=true
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B:projector=true
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B:rope_ladder=true
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B:scaffolding=true
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B:sky=true
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B:sponge=true
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B:sprinkler=true
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B:tank=true
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B:target=true
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B:trophy=true
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B:vacuum_hopper=true
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B:village_highlighter=true
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B:xp_bottler=true
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B:xp_drain=true
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B:xp_shower=true
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}
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breaker {
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# Maximum number of actions that can be performed by block breaker in single tick
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I:actionLimit=16
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}
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canvas {
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# Controls number of textures allocated for canvas. Increase if canvas blocks stop rendering properly (get empty sides). To re-apply, reload textures
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I:canvasTexturePoolSize=256
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# If true, paintbrush will replace suitable blocks with canvas. Otherwise, it will only try to paint blocks
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B:paintbrushReplacesBlocks=true
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# List of block ids that should not be replaceable by canvas (by using brush, stencil, etc)
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S:replaceBlacklist <
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>
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}
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cartographer {
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# List of blocks that should be invisible to cartographer. Example: id:3, OpenBlocks:openblocks_radio (case sensitive)
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S:blockBlacklist <
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>
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# Should invalid height map request be always reported
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B:reportInvalidRequest=false
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}
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crane {
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# Enable magnet turtles
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B:addTurtles=true
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# Use shift to control crane direction (otherwise, toggle every time)
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B:boringMode=true
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# Enable collision checking of crane arm
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B:doCraneCollisionCheck=false
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# List of resource location names of blocks that can be picked by magnet
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S:magnetBlockWhitelist <
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>
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# List of resource location names of entities that can be picked by magnet
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S:magnetEntityWhitelist <
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>
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# List of resource location names of tile entities that can be picked by magnet
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S:magnetTileEntityWhitelist <
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>
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# Show magnet turtles in creative list
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B:showTurtles=true
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# Maximal distance from turtle to magnet when deactivating
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D:turtleMagnetDeactivateRange=3.0
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# Range of magnet CC peripheral
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D:turtleMagnetRange=32.0
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}
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cursor {
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# Maximum distance cursor can reach (warning: increasing may cause crashes)
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I:cursorMaxDistance=64
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}
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debug {
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# Show structures found by golden eye
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B:goldenEyeDebug=false
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# Dump extra amount of data, every time grave is created
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B:gravesDebug=false
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}
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devnull {
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# Color of contained stack size in GUI
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I:countColor=16776960
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# If true, /dev/null will require sneaking in addition to clicking air to open gui
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B:sneakClickToGui=true
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}
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dropblock {
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# Should elevator move player to center of block after teleporting
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B:centerOnBlock=false
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# XP consumed by elevator (total amount = ratio * distance)
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D:elevatorXpDrainRatio=0.0
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# Disable limit of blocks between elevators (equivalent to maxPassThrough = infinity)
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B:ignoreAllBlocks=false
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# The elevator will ignore half blocks when counting the blocks it can pass through
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B:ignoreHalfBlocks=false
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# The elevator will try to pass through blocks that have custom collision boxes
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B:irregularBlocksArePassable=true
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# The maximum amount of blocks the elevator can pass through before the teleport fails
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I:maxPassThrough=4
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# Use to configure blocks as elevators. Examples: 'minecraft:wool' - configure any wool as white elevator, 'minecraft:wool#color=light_blue;yellow' - configure lightblue wool as yellow elevator
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S:overrides <
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>
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# The range of the drop block
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I:searchDistance=20
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# Defines blocks that are handled specially by elevators. Entries are in form <modId>:<blockName>:<action> or id:<blockId>:<action>. Possible actions: abort (elevator can't pass block), increment (counts for elevatorMaxBlockPassCount limit) and ignore
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S:specialBlockRules <
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>
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}
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egg {
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# Can golden egg pick blocks while hatching (may lead to glitches)
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B:pickBlocks=true
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}
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fan {
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# Maximum force applied every tick to entities nearby (linear decay)
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D:fanForce=0.05
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# Range of fan in blocks
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D:fanRange=10.0
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# Is fan force controlled by redstone current
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B:isRedstoneActivated=true
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}
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features {
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# Other fluids accepted instead liquid XP
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S:additionalXpFluids <
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"experience:20"
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>
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# Explosive enchant can break blocks at level 3
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B:explosiveEnchantGrief=true
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# Is 'Explosive' enchantment enabled
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B:explosiveEnchantment=true
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# Is 'Flim-flam' enchantment enabled
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B:flimFlamEnchantment=true
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# Should every player get info book on first login
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B:infoBook=true
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# Is 'Last Stand' enchantment enabled
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B:lastStandEnchantment=true
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# Formula for XP cost (variables: hp,dmg,ench,xp). Note: calculation only triggers when hp - dmg < 1.
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S:lastStandFormula=max(1, 50*(1-(hp-dmg))/ench)
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# Storage in mB needed to store single XP point
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I:xpToLiquidRatio=20
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}
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glasses {
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# 0.0 - no visible change to world, 1.0 - world fully obscured
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D:opacity=0.7
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# Use texture for obscuring world
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B:useTexture=true
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}
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glyphs {
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# Should glyphs be added to creative search GUI
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B:showInCreativeSearch=false
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}
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graves {
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# Can grave spawn single block of dirt when it has no block under?
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B:canSpawnBase=true
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# Try to overwrite blocks with graves if no suitable place is found on first try
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B:destructiveGraves=false
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# Maximal height where grave should be spawned (default value selected to prevent spawning in bedrock)
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I:maximalPosY=249
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# Minimal height where grave should be spawned (default value selected to prevent spawning in bedrock)
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I:minimalPosY=6
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# Require gravestone to be in a player's inventory (it is consumed)
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B:requiresGraveInInv=false
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# Spawn rate, range: 0..1, default: about 1 per 50s
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D:skeletonSpawnRate=0.002
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# Size of cube searched for spaces suitable for grave spawning
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I:spawnRange=10
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# Should grave randomly spawn skeletons
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B:spawnSkeletons=true
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# Frequency of special action on grave digging, 0..1
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D:specialActionFrequency=0.03
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# Store contents of spawned graves into separate NBT files (can later be restored with ob_inventory command)
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B:storeContents=true
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}
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guide {
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# How builder guide should react to redstone. 0 - not sensitive, 1 - powered == on, -1 - inverted
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I:redstoneSensitivity=1
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# Square of guide maximum render distance
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D:renderDistanceSq=65536.0
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# Try to use advanced OpenGL for performance improvement
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B:useAdvancedRenderer=true
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}
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hacks {
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# Enable experimental features that may be buggy or broken entirely
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B:enableExperimentalFeatures=false
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}
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hangglider {
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# Enable a whole new level of hanggliding experience through thermal lift. See keybindings for acoustic vario controls
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B:enableThermal=true
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}
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imaginary {
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# Speed of imaginary blocks fading/appearing
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D:fadingSpeed=0.0075
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# Number of newly created crayon/pencil uses
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D:numberOfUses=10.0
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}
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itemdropper {
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# Maximum speed that can be set in item dropper GUI
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D:maxItemDropSpeed=4.0
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}
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items {
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B:cartographer=true
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B:crane_backpack=true
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B:crane_control=true
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B:crayon_glasses=true
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B:cursor=true
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B:dev_null=true
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B:empty_map=true
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B:epic_eraser=true
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B:generic=true
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B:generic_unstackable=true
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B:glyph=true
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B:golden_eye=true
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B:hang_glider=true
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B:height_map=true
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B:info_book=true
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B:luggage=true
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B:paintbrush=true
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B:pedometer=true
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B:pencil_glasses=true
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B:serious_glasses=true
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B:sleeping_bag=true
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B:slimalyzer=true
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B:sonic_glasses=true
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B:sponge_on_a_stick=true
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B:squeegee=true
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B:stencil=true
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B:tasty_clay=true
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B:technicolor_glasses=true
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B:wrench=true
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B:xp_bucket=true
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}
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ladder {
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# If true, ladders will behave in old way: single item will place ladder all the way down, but it will not drop when broken
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B:infiniteMode=false
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}
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loot {
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B:technicolorGlasses=true
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}
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magnet {
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# Can crane magnet pick block?
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B:pickBlocks=true
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# Can crane magnet pick entities?
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B:pickEntities=true
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}
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placer {
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# Maximum number of actions that can be performed by block placer in single tick
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I:actionLimit=16
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}
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projector {
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# The projector's cone will use the specified brightness value to render.
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# Value must be between 0 and 255 inclusive. To use the default world brightness set -1 as the value.
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# Keep in mind that default brightness means that the cone will render as light blue during the day and dark blue during the night.
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I:brightness=-1
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# Level of light emitted by the active projector. Defaults to 10. Must be at maximum 15 and positive
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I:lightLevel=10
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# Projector will light up whenever it is displaying a map
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B:lightUpWhenWorking=true
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# Projector will render a holographic cone whenever active
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B:renderHolographicCone=true
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}
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radio {
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# Should add radio villager profession
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B:radioVillagerEnabled=true
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}
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scaffolding {
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# The rate at which scaffolding should break. 0 - fastest
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I:despawnRate=4
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}
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skyblock {
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# Forces skyblock rendering even when Optifine is enabled (warning: skyblocks may be incompatible with shaders!)
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B:optifineOverride=false
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# Enables skyblock rendering. Disable when there are graphic glitches or performance problems. Requires resource reload after change.
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B:renderingEnabled=true
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}
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sponge {
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# Should sponge block update neighbours after liquid removal?
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B:blockUpdate=false
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# Sponge block range (distance from center)
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I:spongeRange=3
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# SpongeOnAStick use count
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I:spongeStickUseCount=256
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# Should sponge-on-a-stick update neighbours after liquid removal?
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B:stickBlockUpdate=false
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}
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sprinkler {
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# Consume rate of bonemeal (ticks/item).
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I:bonemealConsumeRate=600
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# 1/chance that crops will be fertilized with bonemeal
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I:bonemealFertilizeChance=200
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# The range in each cardinal direction that crops will be affected.
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I:effectiveRange=4
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# 1/chance that crops will be fertilized without bonemeal
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I:fertilizeChance=500
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# Capacity (in mB) of internal tank.
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I:internalTankCapacity=50
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# Consume rate of sprinkler (ticks/mB).
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I:waterConsumeRate=20
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}
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tanks {
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# Can buckets be filled directly from tank? (works only for vanilla fluids, universal bucket and ones registered in 'bucketItems')
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B:allowBucketDrain=true
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# List of additional custom buckets than can be filled directly from tanks
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S:bucketItems <
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"openblocks:xp_bucket"
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>
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# The amount of buckets each tank can hold
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I:bucketsPerTank=16
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# Should filled tanks be searchable with creative menu
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B:displayAllFluids=true
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# Tanks will emit light when they contain a liquid that glows (eg. lava)
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B:emitLight=true
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# Minimal difference in fluid level between neigbors required for tank update (can be used for performance finetuning
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I:fluidDifferenceUpdateThreshold=0
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# Should tanks try to balance liquid amounts with neighbours
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B:tankTicks=true
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}
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tomfoolery {
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# You know, THAT thing! That you shouldn't do in public!
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B:doItWhileTyping=false
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# Blacklist/Whitelist for effects used by flim-flam enchantment
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S:flimFlamBlacklist <
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>
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# If true, flim-flam blacklist will become whitelist
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B:reverseBlacklist=false
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# Allow only flimflams that don't cause death (or at least very rarely)
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B:safeOnly=false
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# 0 - lore hidden, 1 - visible only with pressed ALT, 2 - always visible
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I:sillyLoreDisplay=1
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# Are you serious too?
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B:weAreSeriousPeople=true
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}
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trophy {
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# Legacy value. For actual configuration, see 'trophyDropChanceFormula'
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D:trophyDropChance=0.001
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# Formula for calculating trophy drop chance. Trophy drops when result is positive.
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S:trophyDropChanceFormula=let([bias=rand()/4, selection=rand()], (looting + bias) * chance - selection)
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}
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xpbucket {
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# Can bucket be filled with liquid XP directly from any source?
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B:directFill=true
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# Should XP bucket be shown in inventory (if this is set, while universal bucket is enabled and registerUniversalXpBucket is set, creative menu will contain two buckets containing liquid XP)
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B:showInCreativeGui=true
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# Should liquid XP be registered for universal bucket support (does not enable universal bucket)
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B:universalBucketSupport=true
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}
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||||
|
||||
|
Loading…
Add table
Add a link
Reference in a new issue