[general] # # Enable nether portal creation enableNetherPortals = false # # Forces a number of game rules to specific values. # naturalRegeneration = false (Health regen is much slower and not tied to extra saturation) # doInsomnia = false (No phantoms) # doTraderSpawning = false (No wandering traders) # doPatrolSpawning = false (No pillager patrols) enableForcedTFCGameRules = true # # If true, TFC will stop time when no players are online on a running server. # This prevents food from decaying, the calendar from advancing, and the sun from moving, etc. # !!Disable at your own risk!! enableTimeStopWhenServerEmpty = true # # Enable fire arrows and fireballs to spread fire and light blocks. enableFireArrowSpreading = true # # Base probability for flint and pyrite to start a fire. May change based on circumstances # Default: 0.25 # Range: 0.0 ~ 1.0 fireStarterChance = 0.25 # # Enable rat infestations for improperly stored food. enableInfestations = true # # If false, vanilla lightning will not strike. enableLightning = true # # If true, lightning has a chance of stripping bark off of trees. enableLightningStrippingLogs = true # # Every time the z coordinate reaches a multiple of this point, the wind over oceans will switch directions. # Default: 5000 # Range: > 128 oceanWindScale = 5000 # # TFC will try and infer metals from tags that match the pattern 'c:type/...', where 'type' is one of 'ingots' or 'double_ingots' # These will be used to determine what metal is an item for the purpose of rendering it in an ingot pile # This is a list of tag names (not including the 'c' namespace), that look like the above (so i.e. 'ingots/not_a_real_metal') that should not be included inferredMetals = [] [blocks.farmland] # # If TFC soil blocks are able to be created into farmland using a hoe. enableFarmlandCreation = true [blocks.grassPath] # # If TFC soil blocks are able to be created into (grass) path blocks using a hoe. enableGrassPathCreation = true [blocks.grass] # # The chance that when grass that freezes and thaws it will have a loose rock rise to the surface, provided some conditions are met. Set to 0 to disable. # Default: 0.001 # Range: 0.0 ~ 1.0 grassSpawningRocksChance = 0.001 [blocks.rootedDirt] # # If TFC rooted dirt blocks are able to be created into dirt blocks using a hoe. enableRootedDirtToDirtCreation = true [blocks.mud] # # If TFC dirt blocks are able to be created into mud blocks using a water-filled fluid container. enableDirtToMudCreation = true [blocks.snow] # # [Requires MC Restart] If snow will slow players that move on top of it similar to soul sand or honey. enableSnowSlowEntities = true # # [Requires MC Restart] The maximum number of snow blocks that can be placed when entering an unloaded chunk. Lower values = matches nearby loaded chunks better, but more lag when entering these chunks. # Default: 64 # Range: 0 ~ 256 snowMaxAccumulationOnUpdate = 64 # # [Requires MC Restart] The number of game ticks between attempts at snow accumulation. Lower = faster accumulation, but more lag. Default: 80 Vanilla: 16 # Default: 80 # Range: > 1 ticksPerSnowAccumulation = 80 # # [Requires MC Restart] How many times faster snow should melt than accumulate. Default: 3 # Default: 3 # Range: > 1 snowMeltMultiplier = 3 [blocks.plants] # # Chance for a plant to grow each random tick, does not include crops. Lower = slower growth. Set to 0 to disable random plant growth. # Default: 0.04 # Range: 0.0 ~ 1.0 plantGrowthChance = 0.04 # # Chance for a twisting/weeping/kelp plant to grow each random tick, does not include crops. Lower = slower growth. Set to 0 to disable random plant growth. # Default: 0.03 # Range: 0.0 ~ 1.0 plantLongGrowthChance = 0.03 # # Chance for a plant to spread each random tick, does not include crops. Lower = slower growth. Set to 0 to disable random plant spreading. # Default: 0.001 # Range: 0.0 ~ 1.0 plantSpreadChance = 0.001 # # A movement multiplier for players moving through plants. Individual plants will use a ratio of this value, and lower = slower. # Default: 0.2 # Range: 0.0 ~ 1.0 plantsMovementModifier = 0.2 [blocks.leaves] # # A movement multiplier for players moving through leaves. Lower = slower. # Default: 0.4 # Range: 0.0 ~ 1.0 leavesMovementModifier = 0.4 # # If true, then leaves will decay slowly over time when disconnected from logs (vanilla behavior), as opposed to instantly (TFC behavior). enableLeavesDecaySlowly = false [blocks.cobblestone] # # If mossy rock blocks will spread their moss to nearby rock blocks (bricks and cobble; stairs, slabs and walls thereof). enableMossyRockSpreading = true # # The rate at which rock blocks will accumulate moss. Higher value = slower. # Default: 20 # Range: > 1 mossyRockSpreadRate = 20 [blocks.chest] # # The largest (inclusive) size of an item that is allowed in a chest. #Allowed Values: TINY, VERY_SMALL, SMALL, NORMAL, LARGE, VERY_LARGE, HUGE chestMaximumItemSize = "LARGE" [blocks.largeVessel] # # If true, large vessels will interact with in-world automation such as hoppers on a side-specific basis. largeVesselEnableAutomation = true # # If true, large vessels will seal and unseal on redstone signal. largeVesselEnableRedstoneSeal = true [blocks.crate] # # If true, crates will interact with in-world automation such as hoppers on a side-specific basis. crateEnableAutomation = true [blocks.quern] # # If true, querns will interact with in-world automation such as hoppers on a side-specific basis. quernEnableAutomation = true [blocks.torch] # # Number of ticks required for a torch to burn out (1200 = 1 in game hour = 60 seconds), default is 72 hours. Set to -1 to disable torch burnout. # Default: 86400 # Range: > -1 torchTicks = 86400 [blocks.candle] # # Number of ticks required for a candle to burn out (1200 = 1 in game hour = 60 seconds), default is 240 hours. Set to -1 to disable candle burnout. # Default: 288000 # Range: > -1 candleTicks = 288000 [blocks.dryingBricks] # # Number of ticks required for mud bricks to dry (1200 = 1 in game hour = 60 seconds), default is 24 hours. Set to -1 to disable drying. # Default: 28800 # Range: > -1 mudBricksTicks = 28800 [blocks.charcoal] # # Number of ticks required for charcoal pit to complete. (1200 = 1 in game hour = 60 seconds), default is 15 hours. # Default: 18000 # Range: > -1 charcoalTicks = 18000 [blocks.pitKiln] # # Number of ticks required for a pit kiln to burn out. (1200 = 1 in game hour = 60 seconds), default is 6 hours. # Default: 7200 # Range: > 20 pitKilnTicks = 7200 # # The maximum temperature which a pit kiln reaches. # Default: 1400 # Range: > 0 pitKilnTemperature = 1400 [blocks.crucible] # # Tank capacity of a crucible (in mB). # Default: 4000 # Range: 0 ~ 2147483645 crucibleCapacity = 4000 # # A modifier for how fast fluid containers empty into crucibles. Containers will empty 1 mB every (this) number of ticks. # Default: 4 # Range: > 1 cruciblePouringRate = 4 # # A modifier for how fast fluid containers empty into crucibles when shift is held. Containers will empty 1 mB every (this) number of ticks. # Default: 1 # Range: > 1 crucibleFastPouringRate = 1 # # If true, crucibles will interact with in-world automation such as hoppers on a side-specific basis. crucibleEnableAutomation = true [blocks.anvil] # # The number of pixels that the anvil's result may be off by, but still count as recipe completion. By default this requires pixel perfect accuracy. # Default: 0 # Range: 0 ~ 150 anvilAcceptableWorkRange = 0 # # The minimum efficiency (ratio of number of steps taken / minimum number of steps required) that must be passed for a item to be considered 'Modestly Forged'. # Default: 10.0 # Range: 1.0 ~ 1.7976931348623157E308 anvilModestlyForgedThreshold = 10.0 # # The minimum efficiency (ratio of number of steps taken / minimum number of steps required) that must be passed for a item to be considered 'Well Forged'. # Default: 5.0 # Range: 1.0 ~ 1.7976931348623157E308 anvilWellForgedThreshold = 5.0 # # The minimum efficiency (ratio of number of steps taken / minimum number of steps required) that must be passed for a item to be considered 'Expertly Forged'. # Default: 2.0 # Range: 1.0 ~ 1.7976931348623157E308 anvilExpertForgedThreshold = 2.0 # # The minimum efficiency (ratio of number of steps taken / minimum number of steps required) that must be passed for a item to be considered 'Perfectly Forged'. # Default: 1.5 # Range: 1.0 ~ 1.7976931348623157E308 anvilPerfectlyForgedThreshold = 1.5 # # The multiplier to efficiency (mining speed) that is applied to a 'Perfectly Forged' tool. # Default: 1.8 # Range: 1.0 ~ 1000.0 anvilMaxEfficiencyMultiplier = 1.8 # # The bonus to durability (probability to ignore a point of damage) that is applied to a 'Perfectly Forged' tool. Note that 1 ~ infinite durability, and 0 ~ no bonus. # Default: 0.5 # Range: 0.0 ~ 1.0 anvilMaxDurabilityMultiplier = 0.5 # # The boost to attack damage that is applied to a 'Perfectly Forged' tool. # Default: 1.5 # Range: 1.0 ~ 1000.0 anvilMaxDamageMultiplier = 1.5 [blocks.barrel] # # Tank capacity of a barrel (in mB). # Default: 10000 # Range: > 0 barrelCapacity = 10000 # # If true, barrels will interact with in-world automation such as hoppers on a side-specific basis. barrelEnableAutomation = true # # If true, barrels will seal and unseal on redstone signal. barrelEnableRedstoneSeal = true [blocks.composter] # # Number of ticks required for a composter in normal conditions to complete. (28800 = 1 game day), default is 10 days. # Default: 288000 # Range: > 20 composterTicks = 288000 # # If true, the composter will interact with in-world automation such as hoppers on a side-specific basis. composterEnableAutomation = true [blocks.sluice] # # Number of ticks required for a sluice to process an item. (20 = 1 second), default is 5 seconds. # Default: 100 # Range: > 1 sluiceTicks = 100 [blocks.lamp] # # Tank capacity of a lamp (in mB). # Default: 250 # Range: 0 ~ 2147483645 lampCapacity = 250 [blocks.pumpkin] # # Enables the knifing of pumpkins to carve them. enablePumpkinCarving = true # # Number of ticks required for a jack 'o lantern to burn out (1200 = 1 in game hour = 60 seconds), default is 90 hours. Set to -1 to disable burnout. # Default: 108000 # Range: > -1 jackOLanternTicks = 108000 [blocks.bloomery] # # Inventory capacity (in number of items per level of chimney) of the bloomery. # Default: 16 # Range: > 1 bloomeryCapacity = 16 # # The maximum number of levels that can be built in a bloomery multiblock, for added capacity. # Default: 3 # Range: > 1 bloomeryMaxChimneyHeight = 3 [blocks.blastFurnace] # # Inventory capacity (in number of items per level of chimney) of the blast furnace. # Default: 4 # Range: > 1 blastFurnaceCapacity = 4 # # Fluid capacity (in mB) of the output tank of the blast furnace. # Default: 10000 # Range: > 1 blastFurnaceFluidCapacity = 10000 # # A multiplier for how fast the blast furnace consumes fuel. Higher values = faster fuel consumption. # Default: 4 # Range: > 1 blastFurnaceFuelConsumptionMultiplier = 4 # # The maximum number of levels that can be built in a blast furnace multiblock, for added capacity. # Default: 5 # Range: > 1 blastFurnaceMaxChimneyHeight = 5 # # If true, blast furnaces will interact with in-world automation such as hoppers on a side-specific basis. blastFurnaceEnableAutomation = true [blocks.loom] # # If true, looms will interact with in-world automation such as hoppers on a side-specific basis. loomEnableAutomation = true [blocks.thatch] # # A movement multiplier for players moving through thatch. Lower = slower. # Default: 0.6 # Range: 0.0 ~ 1.0 thatchMovementMultiplier = 0.6 [blocks.thatchBed] # # If true, thatch beds can set the player's spawn. enableThatchBedSpawnSetting = true # # If true, the player can sleep the night in a thatch bed enableThatchBedSleeping = false # # If true, the player cannot sleep in thatch beds during thunderstorms. thatchBedNoSleepInThunderstorms = true [blocks.placedItems] # # The maximum size of items that can be placed as 4 items on the ground with V. If an item is larger than this, it could still be placed with the 'maxPlacedLargeItemSize' option. #Allowed Values: TINY, VERY_SMALL, SMALL, NORMAL, LARGE, VERY_LARGE, HUGE maxPlacedItemSize = "LARGE" # # The maximum size of items that can be placed as a single item on the ground with V. Items are checked to see if they're the right size to be placed in a group of 4 items first. #Allowed Values: TINY, VERY_SMALL, SMALL, NORMAL, LARGE, VERY_LARGE, HUGE maxPlacedLargeItemSize = "HUGE" # # If true, players can place items on the ground with V. enablePlacingItems = true [blocks.charcoalForge] # # If true, charcoal forges will interact with in-world automation such as hoppers on a side-specific basis. charcoalForgeEnableAutomation = true [blocks.firepit] # # If true, fire pits will interact with in-world automation such as hoppers on a side-specific basis. firePitEnableAutomation = true [blocks.nestBox] # # If true, nest boxes will interact with in-world automation such as hoppers on a side-specific basis. nestBoxEnableAutomation = true [blocks.powderKeg] # # If true, powder kegs can be lit and exploded. powderKegEnabled = true # # If true, powder kegs will only break stone, ores, gravel, and dirt. powderKegOnlyBreaksNaturalBlocks = false # # If true, powder kegs will interact with in-world automation such as hoppers on a side-specific basis. powderKegEnableAutomation = true # # A modifier to the strength of powderkegs when exploding. A max powderkeg explosion is 64, and all explosions are capped to this size no matter the value of the modifier. # Default: 1.0 # Range: 0.0 ~ 64.0 powderKegStrengthModifier = 1.0 # # The time in ticks for a powderkeg to defuse. Default is 80 ticks, or 4 seconds. # Default: 80 # Range: > 1 powderKegFuseTime = 80 [blocks.firebox] # # If true, fireboxes will interact with in-world automation such as hoppers or comparators fireboxEnableAutomation = true [blocks.hotWater] # # An amount that sitting in hot water will restore health, approximately twice per second. # Default: 0.08 # Range: 0.0 ~ 20.0 hotWaterHealAmount = 0.08 [blocks.bubbleColumn] # # If true, bubble columns will provide air to player and mobs, as in vanilla. bubbleColumnProvidesAir = false [blocks.saplings] # # Modifier for how fast all saplings grow. # Larger values will cause slower growth # Default: 1.0 # Range: 0.0 ~ 1.7976931348623157E308 saplingGrowthModifier = 1.0 # # Ticks required before a acacia sapling can grow into a tree # Default: 264000 # Range: > 0 acaciaSaplingGrowthTicks = 264000 # # Ticks required before a ash sapling can grow into a tree # Default: 168000 # Range: > 0 ashSaplingGrowthTicks = 168000 # # Ticks required before a aspen sapling can grow into a tree # Default: 192000 # Range: > 0 aspenSaplingGrowthTicks = 192000 # # Ticks required before a birch sapling can grow into a tree # Default: 168000 # Range: > 0 birchSaplingGrowthTicks = 168000 # # Ticks required before a blackwood sapling can grow into a tree # Default: 192000 # Range: > 0 blackwoodSaplingGrowthTicks = 192000 # # Ticks required before a chestnut sapling can grow into a tree # Default: 168000 # Range: > 0 chestnutSaplingGrowthTicks = 168000 # # Ticks required before a douglas fir sapling can grow into a tree # Default: 168000 # Range: > 0 douglasFirSaplingGrowthTicks = 168000 # # Ticks required before a hickory sapling can grow into a tree # Default: 240000 # Range: > 0 hickorySaplingGrowthTicks = 240000 # # Ticks required before a kapok sapling can grow into a tree # Default: 168000 # Range: > 0 kapokSaplingGrowthTicks = 168000 # # Ticks required before a mangrove sapling can grow into a tree # Default: 192000 # Range: > 0 mangroveSaplingGrowthTicks = 192000 # # Ticks required before a maple sapling can grow into a tree # Default: 168000 # Range: > 0 mapleSaplingGrowthTicks = 168000 # # Ticks required before a oak sapling can grow into a tree # Default: 240000 # Range: > 0 oakSaplingGrowthTicks = 240000 # # Ticks required before a palm sapling can grow into a tree # Default: 168000 # Range: > 0 palmSaplingGrowthTicks = 168000 # # Ticks required before a pine sapling can grow into a tree # Default: 168000 # Range: > 0 pineSaplingGrowthTicks = 168000 # # Ticks required before a rosewood sapling can grow into a tree # Default: 192000 # Range: > 0 rosewoodSaplingGrowthTicks = 192000 # # Ticks required before a sequoia sapling can grow into a tree # Default: 432000 # Range: > 0 sequoiaSaplingGrowthTicks = 432000 # # Ticks required before a spruce sapling can grow into a tree # Default: 168000 # Range: > 0 spruceSaplingGrowthTicks = 168000 # # Ticks required before a sycamore sapling can grow into a tree # Default: 192000 # Range: > 0 sycamoreSaplingGrowthTicks = 192000 # # Ticks required before a white cedar sapling can grow into a tree # Default: 168000 # Range: > 0 whiteCedarSaplingGrowthTicks = 168000 # # Ticks required before a willow sapling can grow into a tree # Default: 264000 # Range: > 0 willowSaplingGrowthTicks = 264000 # # Ticks required before a cherry sapling can grow into a tree # Default: 192000 # Range: > 0 cherrySaplingGrowthTicks = 192000 # # Ticks required before a green apple sapling can grow into a tree # Default: 240000 # Range: > 0 greenAppleSaplingGrowthTicks = 240000 # # Ticks required before a lemon sapling can grow into a tree # Default: 192000 # Range: > 0 lemonSaplingGrowthTicks = 192000 # # Ticks required before a olive sapling can grow into a tree # Default: 288000 # Range: > 0 oliveSaplingGrowthTicks = 288000 # # Ticks required before a orange sapling can grow into a tree # Default: 168000 # Range: > 0 orangeSaplingGrowthTicks = 168000 # # Ticks required before a peach sapling can grow into a tree # Default: 264000 # Range: > 0 peachSaplingGrowthTicks = 264000 # # Ticks required before a plum sapling can grow into a tree # Default: 192000 # Range: > 0 plumSaplingGrowthTicks = 192000 # # Ticks required before a red apple sapling can grow into a tree # Default: 240000 # Range: > 0 redAppleSaplingGrowthTicks = 240000 # # Ticks required between fruit branch growth steps # Default: 144000 # Range: > 0 fruitBranchGrowthTicks = 144000 # # Ticks required before a banana sapling can grow into a tree # Default: 172800 # Range: > 0 bananaSaplingGrowthTicks = 172800 # # Ticks required between berry bush growth steps # Default: 115200 # Range: > 0 bananaPlantGrowthTicks = 115200 # # Ticks required for fruit blocks to bloom after being placed/picked # Default: 288000 # Range: > 0 fruitPickBloomDelayTicks = 288000 [blocks.crops] # # Modifier applied to the growth time of every crop. The modifier multiplies the ticks it takes to grow, so larger values cause longer growth times. For example, a value of 2 doubles the growth time. # Default: 1.0 # Range: 0.001 ~ 1000.0 cropGrowthModifier = 1.0 # # Modifier applied to the expiry time of every crop. The modifier multiplies the ticks it takes to grow, so larger values cause longer expiry times. For example, a value of 2 doubles the expiry time. # Default: 1.0 # Range: 0.001 ~ 1000.0 cropExpiryModifier = 1.0 [blocks.dispenser] # # If true, dispensers can light TFC devices. dispenserEnableLighting = true [blocks.powderBowl] # # If true, powder bowls will interact with in-world automation such as hoppers on a side-specific basis. powderBowlEnableAutomation = true [items.smallVessel] # # Tank capacity of a small vessel (in mB). # Default: 3000 # Range: 0 ~ 2147483645 smallVesselCapacity = 3000 # # The largest (inclusive) size of an item that is allowed in a small vessel. #Allowed Values: TINY, VERY_SMALL, SMALL, NORMAL, LARGE, VERY_LARGE, HUGE smallVesselMaximumItemSize = "SMALL" # # If true, the vessel can be inserted and extracted from by clicking on it in the inventory. You may want to disable this if you have a inventory-tweaking mod enableSmallVesselInventoryInteraction = true [items.molds] # # Tank capacity of a Fire Ingot mold (in mB). # Default: 100 # Range: 0 ~ 2147483645 moldIngotCapacity = 100 # # Tank capacity of a Pickaxe Head mold (in mB). # Default: 100 # Range: 0 ~ 2147483645 moldPickaxeHeadCapacity = 100 # # Tank capacity of a Propick Head mold (in mB). # Default: 100 # Range: 0 ~ 2147483645 moldPropickHeadCapacity = 100 # # Tank capacity of a Axe Head mold (in mB). # Default: 100 # Range: 0 ~ 2147483645 moldAxeHeadCapacity = 100 # # Tank capacity of a Shovel Head mold (in mB). # Default: 100 # Range: 0 ~ 2147483645 moldShovelHeadCapacity = 100 # # Tank capacity of a Hoe Head mold (in mB). # Default: 100 # Range: 0 ~ 2147483645 moldHoeHeadCapacity = 100 # # Tank capacity of a Chisel Head mold (in mB). # Default: 100 # Range: 0 ~ 2147483645 moldChiselHeadCapacity = 100 # # Tank capacity of a Hammer Head mold (in mB). # Default: 100 # Range: 0 ~ 2147483645 moldHammerHeadCapacity = 100 # # Tank capacity of a Saw Blade mold (in mB). # Default: 100 # Range: 0 ~ 2147483645 moldSawBladeCapacity = 100 # # Tank capacity of a Javelin Head mold (in mB). # Default: 100 # Range: 0 ~ 2147483645 moldJavelinHeadCapacity = 100 # # Tank capacity of a Sword Blade mold (in mB). # Default: 200 # Range: 0 ~ 2147483645 moldSwordBladeCapacity = 200 # # Tank capacity of a Mace Head mold (in mB). # Default: 200 # Range: 0 ~ 2147483645 moldMaceHeadCapacity = 200 # # Tank capacity of a Knife Blade mold (in mB). # Default: 100 # Range: 0 ~ 2147483645 moldKnifeBladeCapacity = 100 # # Tank capacity of a Bell mold (in mB). # Default: 100 # Range: 0 ~ 2147483645 moldScytheBladeCapacity = 100 [items.jug] # # Tank capacity of a ceramic jug (in mB). # Default: 100 # Range: 0 ~ 2147483645 jugCapacity = 100 # # The chance a jug will break after drinking. # Default: 0.02 # Range: 0.0 ~ 1.0 jugBreakChance = 0.02 [items.glassBottle] # # Tank capacity of a silica glass bottle (in mB). # Default: 500 # Range: 0 ~ 2147483645 silicaGlassBottleCapacity = 500 # # The chance a silica glass bottle will break after drinking. # Default: 0.005 # Range: 0.0 ~ 1.0 silicaGlassBottleBreakChance = 0.005 # # Tank capacity of a hematitic glass bottle (in mB). # Default: 400 # Range: 0 ~ 2147483645 hematiticGlassBottleCapacity = 400 # # The chance a hematitic glass bottle will break after drinking. # Default: 0.02 # Range: 0.0 ~ 1.0 hematiticGlassBottleBreakChance = 0.02 # # Tank capacity of a volcanic glass bottle (in mB). # Default: 400 # Range: 0 ~ 2147483645 volcanicGlassBottleCapacity = 400 # # The chance a volcanic glass bottle will break after drinking. # Default: 0.04 # Range: 0.0 ~ 1.0 volcanicGlassBottleBreakChance = 0.04 # # Tank capacity of a olivine glass bottle (in mB). # Default: 400 # Range: 0 ~ 2147483645 olivineGlassBottleCapacity = 400 # # The chance a olivine glass bottle will break after drinking. # Default: 0.01 # Range: 0.0 ~ 1.0 olivineGlassBottleBreakChance = 0.01 [items.buckets] # # Tank capacity of a wooden bucket (in mB). # Default: 1000 # Range: 0 ~ 2147483645 woodenBucketCapacity = 1000 # # If `true`, a wooden bucket can place source blocks woodenBucketCanPlaceSources = false # # Tank capacity of a metal (red and blue steel) bucket (in mB). # Default: 1000 # Range: 0 ~ 2147483645 metalBucketCapacity = 1000 # # If `true`, a metal (red and blue steel) bucket can place source blocks metalBucketCanPlaceSources = false [mechanics] # # Familiarity value above which familiarity no longer will decay. Default is 0.3, or 30%. Setting it to 0 will cause familiarity to never decay. # Default: 0.3 # Range: 0.0 ~ 1.0 familiarityDecayLimit = 0.3 [mechanics.heat] # # A multiplier for how fast devices themselves heat up. Higher = faster. # Default: 1.0 # Range: 0.0 ~ 1.7976931348623157E308 deviceHeatingModifier = 1.0 # # A multiplier for how fast items heat in devices. Higher = faster. # Default: 1.0 # Range: 0.0 ~ 1.7976931348623157E308 itemHeatingModifier = 1.0 # # A multiplier for how fast items cool. Higher = faster. # Default: 0.8 # Range: 0.0 ~ 1.7976931348623157E308 itemCoolingModifier = 0.8 # # Should hot item entities cool off when in contact with blocks like water or snow? coolHotItemEntities = true # # Ticks between each time an item loses temperature when sitting on a cold block. 20 ticks = 1 second. # Default: 10 # Range: > 1 ticksBeforeItemCool = 10 [mechanics.collapses] # # Enable rock collapsing when mining raw stone blocks enableBlockCollapsing = true # # Enable explosions causing immediate collapses. enableExplosionCollapsing = true # # Enable land slides (gravity affected blocks) when placing blocks or on block updates. enableBlockLandslides = true # # Enable chisels starting collapses enableChiselsStartCollapses = true # # Chance for a collapse to be triggered by mining a block. # Default: 0.1 # Range: 0.0 ~ 1.0 collapseTriggerChance = 0.1 # # Chance for a collapse to be fake triggered by mining a block. # Default: 0.35 # Range: 0.0 ~ 1.0 collapseFakeTriggerChance = 0.35 # # Chance for a block fo fall from mining collapse. Higher = more likely. # Default: 0.55 # Range: 0.0 ~ 1.0 collapsePropagateChance = 0.55 # # Chance for a block to fall from an explosion triggered collapse. Higher = mor likely. # Default: 0.3 # Range: 0.0 ~ 1.0 collapseExplosionPropagateChance = 0.3 # # Minimum radius for a collapse # Default: 3 # Range: 1 ~ 32 collapseMinRadius = 3 # # Variance of the radius of a collapse. Total size is in [minRadius, minRadius + radiusVariance] # Default: 16 # Range: 1 ~ 32 collapseRadiusVariance = 16 [mechanics.player] # # If peaceful difficulty should still have vanilla-esque passive regeneration of health, food, and hunger enablePeacefulDifficultyPassiveRegeneration = false # # A multiplier for passive exhaustion accumulation. # Exhaustion is the hidden stat which controls when you get hungry. In vanilla it is incremented by running and jumping for example. In TFC, exhaustion is added just by existing. # 1.0 = A full hunger bar's worth of exhaustion every 2.5 days. Set to zero to disable completely. # Default: 1.0 # Range: 0.0 ~ 100.0 passiveExhaustionMultiplier = 1.0 # # A multiplier for how quickly the player gets thirsty. # The player loses thirst in sync with when they lose hunger. This represents how much thirst they lose. 0 = None, 100 = the entire thirst bar. # Default: 5.0 # Range: 0.0 ~ 100.0 thirstModifier = 5.0 # # Enables the player losing more thirst in hotter environments. enableThirstOverheating = true # # How much thirst the player gains from drinking in the rain (standing outside in the rain and looking up) per tick. # Default: 0.20833333333333334 # Range: 0.0 ~ 100.0 thirstGainedFromDrinkingInTheRain = 0.20833333333333334 # # A multiplier for how quickly the player regenerates health, under TFC's passive regeneration. # By default, the player regenerates 0.2 HP/second, or 0.6 HP/second when above 80% hunger and thirst, where 1 HP = 1/50 of a heart. # Default: 1.0 # Range: 0.0 ~ 100.0 naturalRegenerationModifier = 1.0 # # How much total hunger consumed is required to completely refresh the player's nutrition. # Player nutrition in TFC is calculated based on nutrition of the last few foods eaten - this is how many foods are used to calculate nutrition. By default, all TFC foods restore 4 hunger. # Default: 80 # Range: > 1 nutritionRotationHungerWindow = 80 # # If player's nutrition should be kept even after death. Hunger and thirst are not affected and will be reset. keepNutritionAfterDeath = true # # How many ticks should different foods ignore when trying to stack together automatically? # Food made with different creation dates doesn't stack by default, unless it's within a specific window. This is the number of ticks that different foods will try and stack together at the loss of a little extra expiry time. # Default: 7200 # Range: > 1 foodDecayStackTicks = 7200 # # A multiplier for food decay, or expiration times. Larger values will result in naturally shorter expiration times. # Setting this to zero will cause decay not to apply. # Note that if you set this to zero **food items will lose their creation dates!!**. This is not reversible! # Default: 1.0 # Range: 0.0 ~ 1000.0 foodDecayModifier = 1.0 # # Enables negative effects from carrying too many very heavy items, including potion effects. enableOverburdening = true # # A multiplier for the minimum health that the player will obtain, based on their nutrition # Default: 0.2 # Range: 0.001 ~ 1000.0 nutritionMinimumHealthModifier = 0.2 # # A multiplier for the default health that the player will have (this is at a average nutrition of 40%, aka the starting nutrition. # Nutrition above this value will linearly scale to the maximum multiplier. # Nutrition below this value will linearly scale to the minimum multiplier. # Default: 0.85 # Range: 0.001 ~ 1000.0 nutritionDefaultHealthModifier = 0.85 # # A multiplier for the maximum health that the player will obtain, based on their nutrition # Default: 3.0 # Range: 0.001 ~ 1000.0 nutritionMaximumHealthModifier = 3.0 # # The maximum number of ticks that a player is allowed to be intoxicated for. # Default: 43200 # Range: > 1000 maxIntoxicationTicks = 43200 [mechanics.foodTraits] # # The modifier for the 'Salted' food trait. Values less than 1 extend food lifetime, values greater than one decrease it. A value of zero stops decay. # Default: 0.5 # Range: 0.0 ~ 1.7976931348623157E308 traitSaltedModifier = 0.5 # # The modifier for the 'Brined' food trait. Values less than 1 extend food lifetime, values greater than one decrease it. A value of zero stops decay. # Default: 1.0 # Range: 0.0 ~ 1.7976931348623157E308 traitBrinedModifier = 1.0 # # The modifier for the 'Pickled' food trait. Values less than 1 extend food lifetime, values greater than one decrease it. A value of zero stops decay. # Default: 0.5 # Range: 0.0 ~ 1.7976931348623157E308 traitPickledModifier = 0.5 # # The modifier for the 'Preserved' food trait. Values less than 1 extend food lifetime, values greater than one decrease it. A value of zero stops decay. # Default: 0.5 # Range: 0.0 ~ 1.7976931348623157E308 traitPreservedModifier = 0.5 # # The modifier for the 'Vinegar' food trait. Values less than 1 extend food lifetime, values greater than one decrease it. A value of zero stops decay. # Default: 0.1 # Range: 0.0 ~ 1.7976931348623157E308 traitVinegarModifier = 0.1 # # The modifier for the 'Charcoal Grilled' food trait. Values less than 1 extend food lifetime, values greater than one decrease it. A value of zero stops decay. # Default: 1.25 # Range: 0.0 ~ 1.7976931348623157E308 traitCharcoalGrilledModifier = 1.25 # # The modifier for the 'Wood Grilled' food trait. Values less than 1 extend food lifetime, values greater than one decrease it. A value of zero stops decay. # Default: 0.8 # Range: 0.0 ~ 1.7976931348623157E308 traitWoodGrilledModifier = 0.8 # # The modifier for the 'Burnt To A Crisp' food trait. Values less than 1 extend food lifetime, values greater than one decrease it. A value of zero stops decay. # Default: 2.5 # Range: 0.0 ~ 1.7976931348623157E308 traitBurntToACrispModifier = 2.5 # # The modifier for the 'Wild' food trait. Values less than 1 extend food lifetime, values greater than one decrease it. A value of zero stops decay. # Default: 0.5 # Range: 0.0 ~ 1.7976931348623157E308 traitWildModifier = 0.5 # # The modifier for the 'Canned' food trait. Values less than 1 extend food lifetime, values greater than one decrease it. A value of zero stops decay. # Default: 0.0 # Range: 0.0 ~ 1.7976931348623157E308 traitCannedModifier = 0.0 [mechanics.vanillaChanges] # # If vanilla bonemeal's instant-growth effect should be enabled. enableVanillaBonemeal = false # # If true, vanilla will attempt to spawn skeleton 'trap' horses during thunderstorms. enableVanillaSkeletonHorseSpawning = false # # If true, enables the default vanilla behavior of mobs spawning with enchanted weapons sometimes. enableVanillaMobsSpawningWithEnchantments = false # # If true, mobs will spawn with vanilla armor # If false, mobs will spawn with TFC armor enableVanillaMobsSpawningWithVanillaEquipment = false # # If true, golems can be built enableVanillaGolems = false # # If true, vanilla monsters are able to spawn. If false, the 'enableVanillaMonstersOnSurface' config option is not used, and all spawns are denied. enableVanillaMonsters = true # # If true, vanilla monsters will spawn on the surface instead of just underground. If false, vanilla monsters will not spawn on the surface. enableVanillaMonstersOnSurface = false # # If true, chicken jockies can spawn enableChickenJockies = false # # If true, eggs can be thrown. enableVanillaEggThrowing = false # # If true, drinking milk will clear potion effects and restore no nutrition, as in vanilla. enableVanillaDrinkingMilkClearsPotionEffects = false [mechanics.animals.pig] # # Max familiarity an adult may reach # Default: 0.35 # Range: 0.0 ~ 1.0 pigFamiliarityCap = 0.35 # # Days until animal reaches adulthood # Default: 80 # Range: > 0 pigAdulthoodDays = 80 # # Uses before animal becomes old and can no longer be used # Default: 60 # Range: > 0 pigUses = 60 # # Does the animal eat rotten food? pigEatsRottenFood = true # # Length of pregnancy in days # Default: 19 # Range: > 0 pigGestationDays = 19 # # Max number of children born # Default: 10 # Range: 0 ~ 100 pigChildCount = 10 [mechanics.animals.donkey] # # Max familiarity an adult may reach # Default: 0.35 # Range: 0.0 ~ 1.0 donkeyFamiliarityCap = 0.35 # # Days until animal reaches adulthood # Default: 80 # Range: > 0 donkeyAdulthoodDays = 80 # # Uses before animal becomes old and can no longer be used # Default: 60 # Range: > 0 donkeyUses = 60 # # Does the animal eat rotten food? donkeyEatsRottenFood = false # # Length of pregnancy in days # Default: 19 # Range: > 0 donkeyGestationDays = 19 # # Max number of children born # Default: 1 # Range: 0 ~ 100 donkeyChildCount = 1 [mechanics.animals.mule] # # Max familiarity an adult may reach # Default: 0.35 # Range: 0.0 ~ 1.0 muleFamiliarityCap = 0.35 # # Days until animal reaches adulthood # Default: 80 # Range: > 0 muleAdulthoodDays = 80 # # Uses before animal becomes old and can no longer be used # Default: 60 # Range: > 0 muleUses = 60 # # Does the animal eat rotten food? muleEatsRottenFood = false # # Length of pregnancy in days # Default: 19 # Range: > 0 muleGestationDays = 19 # # Max number of children born # Default: 1 # Range: 0 ~ 100 muleChildCount = 1 [mechanics.animals.horse] # # Max familiarity an adult may reach # Default: 0.35 # Range: 0.0 ~ 1.0 horseFamiliarityCap = 0.35 # # Days until animal reaches adulthood # Default: 80 # Range: > 0 horseAdulthoodDays = 80 # # Uses before animal becomes old and can no longer be used # Default: 60 # Range: > 0 horseUses = 60 # # Does the animal eat rotten food? horseEatsRottenFood = false # # Length of pregnancy in days # Default: 19 # Range: > 0 horseGestationDays = 19 # # Max number of children born # Default: 1 # Range: 0 ~ 100 horseChildCount = 1 [mechanics.animals.cat] # # Max familiarity an adult may reach # Default: 0.35 # Range: 0.0 ~ 1.0 catFamiliarityCap = 0.35 # # Days until animal reaches adulthood # Default: 50 # Range: > 0 catAdulthoodDays = 50 # # Uses before animal becomes old and can no longer be used # Default: 60 # Range: > 0 catUses = 60 # # Does the animal eat rotten food? catEatsRottenFood = false # # Length of pregnancy in days # Default: 19 # Range: > 0 catGestationDays = 19 # # Max number of children born # Default: 6 # Range: 0 ~ 100 catChildCount = 6 [mechanics.animals.dog] # # Max familiarity an adult may reach # Default: 0.35 # Range: 0.0 ~ 1.0 dogFamiliarityCap = 0.35 # # Days until animal reaches adulthood # Default: 50 # Range: > 0 dogAdulthoodDays = 50 # # Uses before animal becomes old and can no longer be used # Default: 60 # Range: > 0 dogUses = 60 # # Does the animal eat rotten food? dogEatsRottenFood = true # # Length of pregnancy in days # Default: 19 # Range: > 0 dogGestationDays = 19 # # Max number of children born # Default: 2 # Range: 0 ~ 100 dogChildCount = 2 [mechanics.animals.rabbit] # # Max familiarity an adult may reach # Default: 0.35 # Range: 0.0 ~ 1.0 rabbitFamiliarityCap = 0.35 # # Days until animal reaches adulthood # Default: 30 # Range: > 0 rabbitAdulthoodDays = 30 # # Uses before animal becomes old and can no longer be used # Default: 40 # Range: > 0 rabbitUses = 40 # # Does the animal eat rotten food? rabbitEatsRottenFood = true # # Length of pregnancy in days # Default: 19 # Range: > 0 rabbitGestationDays = 19 # # Max number of children born # Default: 6 # Range: 0 ~ 100 rabbitChildCount = 6 [mechanics.animals.cow] # # Max familiarity an adult may reach # Default: 0.35 # Range: 0.0 ~ 1.0 cowFamiliarityCap = 0.35 # # Days until animal reaches adulthood # Default: 192 # Range: > 0 cowAdulthoodDays = 192 # # Uses before animal becomes old and can no longer be used # Default: 128 # Range: > 0 cowUses = 128 # # Does the animal eat rotten food? cowEatsRottenFood = true # # Length of pregnancy in days # Default: 58 # Range: > 0 cowGestationDays = 58 # # Max number of children born # Default: 2 # Range: 0 ~ 100 cowChildCount = 2 # # Ticks until produce is ready # Default: 28800 # Range: > 0 cowProduceTicks = 28800 # # Minimum familiarity [0-1] needed for produce. Set above 1 to disable produce. # Default: 0.15 # Range: 0.0 ~ 3.4028234663852886E38 cowMinProduceFamiliarity = 0.15 [mechanics.animals.goat] # # Max familiarity an adult may reach # Default: 0.35 # Range: 0.0 ~ 1.0 goatFamiliarityCap = 0.35 # # Days until animal reaches adulthood # Default: 96 # Range: > 0 goatAdulthoodDays = 96 # # Uses before animal becomes old and can no longer be used # Default: 60 # Range: > 0 goatUses = 60 # # Does the animal eat rotten food? goatEatsRottenFood = true # # Length of pregnancy in days # Default: 32 # Range: > 0 goatGestationDays = 32 # # Max number of children born # Default: 2 # Range: 0 ~ 100 goatChildCount = 2 # # Ticks until produce is ready # Default: 86400 # Range: > 0 goatProduceTicks = 86400 # # Minimum familiarity [0-1] needed for produce. Set above 1 to disable produce. # Default: 0.15 # Range: 0.0 ~ 3.4028234663852886E38 goatMinProduceFamiliarity = 0.15 [mechanics.animals.yak] # # Max familiarity an adult may reach # Default: 0.35 # Range: 0.0 ~ 1.0 yakFamiliarityCap = 0.35 # # Days until animal reaches adulthood # Default: 180 # Range: > 0 yakAdulthoodDays = 180 # # Uses before animal becomes old and can no longer be used # Default: 230 # Range: > 0 yakUses = 230 # # Does the animal eat rotten food? yakEatsRottenFood = false # # Length of pregnancy in days # Default: 64 # Range: > 0 yakGestationDays = 64 # # Max number of children born # Default: 1 # Range: 0 ~ 100 yakChildCount = 1 # # Ticks until produce is ready # Default: 28800 # Range: > 0 yakProduceTicks = 28800 # # Minimum familiarity [0-1] needed for produce. Set above 1 to disable produce. # Default: 0.15 # Range: 0.0 ~ 3.4028234663852886E38 yakMinProduceFamiliarity = 0.15 [mechanics.animals.alpaca] # # Max familiarity an adult may reach # Default: 0.35 # Range: 0.0 ~ 1.0 alpacaFamiliarityCap = 0.35 # # Days until animal reaches adulthood # Default: 98 # Range: > 0 alpacaAdulthoodDays = 98 # # Uses before animal becomes old and can no longer be used # Default: 128 # Range: > 0 alpacaUses = 128 # # Does the animal eat rotten food? alpacaEatsRottenFood = false # # Length of pregnancy in days # Default: 36 # Range: > 0 alpacaGestationDays = 36 # # Max number of children born # Default: 2 # Range: 0 ~ 100 alpacaChildCount = 2 # # Ticks until produce is ready # Default: 144000 # Range: > 0 alpacaProduceTicks = 144000 # # Minimum familiarity [0-1] needed for produce. Set above 1 to disable produce. # Default: 0.15 # Range: 0.0 ~ 3.4028234663852886E38 alpacaMinProduceFamiliarity = 0.15 [mechanics.animals.sheep] # # Max familiarity an adult may reach # Default: 0.35 # Range: 0.0 ~ 1.0 sheepFamiliarityCap = 0.35 # # Days until animal reaches adulthood # Default: 56 # Range: > 0 sheepAdulthoodDays = 56 # # Uses before animal becomes old and can no longer be used # Default: 60 # Range: > 0 sheepUses = 60 # # Does the animal eat rotten food? sheepEatsRottenFood = false # # Length of pregnancy in days # Default: 32 # Range: > 0 sheepGestationDays = 32 # # Max number of children born # Default: 2 # Range: 0 ~ 100 sheepChildCount = 2 # # Ticks until produce is ready # Default: 201600 # Range: > 0 sheepProduceTicks = 201600 # # Minimum familiarity [0-1] needed for produce. Set above 1 to disable produce. # Default: 0.15 # Range: 0.0 ~ 3.4028234663852886E38 sheepMinProduceFamiliarity = 0.15 [mechanics.animals.muskOx] # # Max familiarity an adult may reach # Default: 0.35 # Range: 0.0 ~ 1.0 muskOxFamiliarityCap = 0.35 # # Days until animal reaches adulthood # Default: 168 # Range: > 0 muskOxAdulthoodDays = 168 # # Uses before animal becomes old and can no longer be used # Default: 160 # Range: > 0 muskOxUses = 160 # # Does the animal eat rotten food? muskOxEatsRottenFood = false # # Length of pregnancy in days # Default: 64 # Range: > 0 muskOxGestationDays = 64 # # Max number of children born # Default: 1 # Range: 0 ~ 100 muskOxChildCount = 1 # # Ticks until produce is ready # Default: 115200 # Range: > 0 muskOxProduceTicks = 115200 # # Minimum familiarity [0-1] needed for produce. Set above 1 to disable produce. # Default: 0.15 # Range: 0.0 ~ 3.4028234663852886E38 muskOxMinProduceFamiliarity = 0.15 [mechanics.animals.chicken] # # Max familiarity an adult may reach # Default: 0.35 # Range: 0.0 ~ 1.0 chickenFamiliarityCap = 0.35 # # Days until animal reaches adulthood # Default: 24 # Range: > 0 chickenAdulthoodDays = 24 # # Uses before animal becomes old and can no longer be used # Default: 100 # Range: > 0 chickenUses = 100 # # Does the animal eat rotten food? chickenEatsRottenFood = true # # Ticks until produce is ready # Default: 36000 # Range: > 0 chickenProduceTicks = 36000 # # Minimum familiarity [0-1] needed for produce. Set above 1 to disable produce. # Default: 0.15 # Range: 0.0 ~ 3.4028234663852886E38 chickenMinProduceFamiliarity = 0.15 # # Ticks until egg is ready to hatch # Default: 8 # Range: > 0 chickenHatchDays = 8 [mechanics.animals.duck] # # Max familiarity an adult may reach # Default: 0.35 # Range: 0.0 ~ 1.0 duckFamiliarityCap = 0.35 # # Days until animal reaches adulthood # Default: 32 # Range: > 0 duckAdulthoodDays = 32 # # Uses before animal becomes old and can no longer be used # Default: 72 # Range: > 0 duckUses = 72 # # Does the animal eat rotten food? duckEatsRottenFood = false # # Ticks until produce is ready # Default: 38400 # Range: > 0 duckProduceTicks = 38400 # # Minimum familiarity [0-1] needed for produce. Set above 1 to disable produce. # Default: 0.15 # Range: 0.0 ~ 3.4028234663852886E38 duckMinProduceFamiliarity = 0.15 # # Ticks until egg is ready to hatch # Default: 8 # Range: > 0 duckHatchDays = 8 [mechanics.animals.quail] # # Max familiarity an adult may reach # Default: 0.35 # Range: 0.0 ~ 1.0 quailFamiliarityCap = 0.35 # # Days until animal reaches adulthood # Default: 22 # Range: > 0 quailAdulthoodDays = 22 # # Uses before animal becomes old and can no longer be used # Default: 48 # Range: > 0 quailUses = 48 # # Does the animal eat rotten food? quailEatsRottenFood = true # # Ticks until produce is ready # Default: 33600 # Range: > 0 quailProduceTicks = 33600 # # Minimum familiarity [0-1] needed for produce. Set above 1 to disable produce. # Default: 0.15 # Range: 0.0 ~ 3.4028234663852886E38 quailMinProduceFamiliarity = 0.15 # # Ticks until egg is ready to hatch # Default: 8 # Range: > 0 quailHatchDays = 8 [weird] farmlandMakesTheBestRaceTracks = false