["Dog Render"] #Disable this if you want to force all PackPuppy Dog to not render their Chest. render_chest = true #When enabled, Dogs will show injured texture while incapacitated. render_incapacitated_overlay = true #When sneaking, a part of the dog's name will be rendered with a certain color #, the length of the part is based on the health percentage the dog has left render_health_in_name = true #Render a universal dog inventory access button in your inventory gui. #If this is turned off, you can still access the button via the dog's #GUI in Talents > Pack Puppy. dog_inv_button_in_inv = true #If the default incapacitated texture proof too many graphics. #You can substitute this friendlier texture instead. render_incap_txt_less_graphic = false #Render the dogs' name whose owner is not you with a different color. render_diffowner_name_different = true #Attempt to block third parties from rendering overlays that may conflict #with DT's built-in tag. It is recommended that this be achieved via the target third-party's #configurations if they have the option to disable nametag overlay for certain mobs #(Which they should). This option should only be used as the last resort. block_third_party_nametag = false #By default, a copy of the Classical (Vanilla Wolf Texture) provided by the mod #is used to render The Classical Skin, this is to avoid conflicts with resource packs #like Fresh Animations which are directly using the in-game wolf texture. Turning this on #will make DTN directly reference the in-game texture. use_vanilla_res_for_classical = false #Show a fun icon on world loading screen. world_load_icon = false #Determine if dogs will render their armor. render_armor = true #Determine if dogs still render with a red overlay upon hurt like they usually do. #This can be toggled on if the user prefers to not have the red overlay and relies on the animation #to indicate hurting. block_red_overlay_when_hurt = false #Display extra smoke when the dog is on fire. display_smoke_when_on_fire = true #By default, dogs will render items in their mouth, regardless of models. #This can be disabled if you prefer not to render it on some #less compatible model. mouth_item_force_render = true #Enables the particle effect on Full Kami dogs. enable_kami_particles = false #Do not render dogs' names whose owner is not you. render_diffowner_name_dont = false #Always render dog nametags regardless even if the player blocks it by F1 mode. always_render_dog_name = false #Specify the max latency allowed before force adjusting the animation time #client side to sync with server's animation time. The unit is in ticks. #Provide a non positive integer to disable this. Value from 0 to 7 both inclusive will be defaulted to 7. #Range: > -2147483648 max_animation_latency_allowed = 10 #Disable this if you prefer to have The Classical Skin rendered on all dog regardless. always_render_classical_skin = true #Currently, DTN is utilizing a new system for rendering Doggy Armor's Armor #which allows DTN to directly use any texture which the armor item provided #for the player, thus better replicating third-party armor. Set this to true #if you prefer to use the old system instead. use_legacy_dog_armor_render = false #By default, DTN will try querying models from third parties designed for the player when #rendering helmet on the Dog. Disable this to force DTN to use either vanilla's player model or #DTN provided model designed for Dogs (specified by the below option). use_third_party_player_helmet_model = false #By default, if there is no custom Helmet Armor model for the Helmet Item, #DTN will use its own helmet armor model designed for DTN Dog to #render it on the Dog's head. Enable this to make DTN reuse the player's Helmet Model instead. use_player_helmet_model_by_default = false