#<power_scaling> = how much frequency changes depending on power. 2 means it spins twice as fast each power level (2* for rain, 4* for thunder)
#increase to have more distinct indication when weather changes
#Range: 1.0 ~ 100.0
power_scaling=3.0
#Amplitude (maximum angle) of first sine wave
#Range: 0.0 ~ 360.0
max_angle_1=30.0
#Range: 0.0 ~ 360.0
max_angle_2=10.0
#Base period in ticks at 0 power of first sine wave
#Range: 0.0 ~ 2000.0
period_1=450.0
#This should be kept period_1/3 for a symmetric animation
#Range: 0.0 ~ 2000.0
period_2=150.0
[blocks.flag]
#How slow a flag will oscillate. (Period of oscillation)
#Lower value = faster oscillation
#Range: 0 ~ 10000
slowness=100
#How wavy the animation will be in pixels. (Wavelength)
#Range: 0.001 ~ 100.0
wavyness=4.0
#How tall the wave lobes will be. (Wave amplitude)
#Range: 0.0 ~ 100.0
intensity=1.0
#How much the wave amplitude increases each pixel. (Amplitude increment per pixel)
#Range: 0.0 ~ 10.0
intensity_increment=0.3
#At which graphic settings flags will have a fancy renderer: 0=fast, 1=fancy, 2=fabulous
#Allowed Values: FAST, FANCY, FABULOUS
fanciness="FABULOUS"
#Makes flags render as sideways banner. Ignores many of the previously defined configs
render_as_banner=false
[blocks.captured_mobs]
#THIS IS ONLY FOR VISUALS! To allow more entities in cages you need to edit the respective tags!
#A list of mobs that can be ticked on client side when inside jars. Mainly used for stuff that has particles. Can cause issues and side effects so use with care
#Makes wall lantern use a simple block model instead of the animated tile entity renderer. This will make them render much faster but will also remove the animationNote that this option only affect lanterns close by as the one far away render as fast by default
fast_lanterns=false
[blocks.wall_lantern.swing_physics]
frequency=0.6
collision_considers_entity_hitbox=true
collision_inertia=1.0
collision_force=15.0
min_angle=0.79999995
max_angle=60.0
damping=0.525
[blocks.enhanced_hanging_sign]
#Modifies vanilla hanging signs to make them like old Supplementaries ones
enabled=true
#Makes supplementaries hanging signs use a simple block model instead of the animated tile entity renderer. This will make them render much faster but will also remove the animationNote that this option only affect lanterns close by as the one far away render as fast by default
fast_signs=false
[blocks.enhanced_hanging_sign.swing_physics]
frequency=0.6
collision_considers_entity_hitbox=true
collision_inertia=1.0
collision_force=15.0
min_angle=0.79999995
max_angle=60.0
damping=0.525
[blocks.turn_table]
#Display visual particles when a block is rotated
turn_particles=true
[blocks.speaker_block]
#Mute speaker block incoming narrator messages and displays them in chat instead
mute_narrator=true
[blocks.rope]
#Amplitude of rope wobbling effect
#Range: 0.0 ~ 20.0
wobbling_amplitude=1.2
#Period of rope wobbling effect
#Range: 0.01 ~ 200.0
wobbling_period=12.0
[blocks.hat_stand]
[blocks.hat_stand.swing_physics]
frequency=1.5
collision_considers_entity_hitbox=true
collision_inertia=1.5
collision_force=15.0
min_angle=0.0
max_angle=54.999996
damping=1.625
#Particle parameters
[particles]
#Rotation particle
[particles.turn_particle]
#An RGBA color
initial_color="2a77ea"
#An RGBA color
fade_color="32befa"
#General settings
[general]
#Enable Quark style config button on main menu. Needs Configured installed to work
config_button=false
#Show some tooltip hints to guide players through the mod
tooltip_hints=true
#Show tooltips items that have been made placeable
placeable_tooltips=true
#Enables custom Configured config screen
custom_configured_screen=true
#ignore this
#Range: -10.0 ~ 10.0
test1=0.0
#ignore this
#Range: -10.0 ~ 10.0
test2=0.0
#ignore this
#Range: -10.0 ~ 10.0
test3=0.0
#Disables Optifine warn screen
no_optifine_warn_screen=false
#Config button Y offset
#Range: -10000 ~ 10000
config_button_y_offset=0
#Game tweaks
[tweaks]
#Colors the brewing stand potion texture depending on the potions it's brewing.
#If using a resource pack add tint index from 0 to 3 to the 3 potion layers
brewing_stand_colors=true
#Makes tipped arrows show their colors when loaded with a crossbow
crossbows_colors=true
#Allow to right click with a clock to display current time in numerical form
clock_right_click=true
#Allow to right click with a compass to display current coordinates in numerical form
compass_right_click=false
#Renders an enchantment glint on placeable enchanted booksNote that turning this on will make book piles use tile renderer instead of baked models making them slower to render
#Size of the tooltip image used for Sherds, Blackboards, Banner patterns and Paintings
#Range: 1 ~ 255
tooltip_image_size=80
#Wearing mob heads will apply post processing
mob_head_shaders=true
#Sends your current chat when you die while typing
send_chat_on_death=true
#A scalar multiplier that will be applied to sign text making it brighter, supposedly more legible
#Range: 0.0 ~ 5.0
sign_text_color_multiplier=1.2000000476837158
[tweaks.colored_maps]
#Needs the server config with same name on. If on here it will ignore the server one and keep vanilla colors
tinted_blocks_on_maps=true
#Colors tall grass same color as grass
tall_grass_color=true
#Makes colored maps a bit more accurate. Might affect performance
accurate_colors=false
[items]
[items.slingshot]
#Adds an overlay to slingshots in gui displaying currently selected block
overlay=true
#Render the block outline for distant blocks that are reachable with a slingshot enchanted with Stasis
stasis_block_outline=true
#An RGBA color for the block outline in hex format, for example 0x00000066 for vanilla outline colors
block_outline_color="ffffff66"
#How big should a slingshot projectile look
#Range: 0.0 ~ 1.0
projectile_scale=0.5
[items.quiver]
#Z offset for quiver render when wearing armor. Useful for when you have custom armor bigger than vanilla to void clipping. Leave at -1 for automatic offset
#Range: -1.0 ~ 1.0
armor_render_offset=-1.0
#How quivers should render onto players
#Allowed Values: HIDDEN, BACK, HIP, THIGH
render_mode="THIGH"
#How skeleton with quivers should render it
#Allowed Values: HIDDEN, BACK, HIP, THIGH
skeleton_render_mode="THIGH"
#Adds an overlay to quivers in gui displaying currently selected arrow
overlay=true
#Allows using your mouse to select an arrow in the quiver GUI
mouse_movement_in_gui=true
#Quiver GUI X offset from default position
#Range: -1000 ~ 1000
gui_x_offset=0
#Quiver GUI Y offset from default position
#Range: -1000 ~ 1000
gui_y_offset=0
[items.wrench]
#Display visual particles when a block is rotated
turn_particles=true
[items.flute]
#Display visual particles when a playing a flute
note_particles=true
[items.altimeter]
#Click action for depth meter which displays current depth
click_action=true
#Allows depth meter to have unique textures per each dimension. Add more dimensions IDs and a matching texture in the correct path replacing ':' with '_'
#This is a list. Add more entries with syntax [[...]]