164 lines
8.5 KiB
INI
164 lines
8.5 KiB
INI
# Configuration file
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balancing {
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# Enabling this will cancel any structure generation if another structure is present at the cooridnate already. [default: true]
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B:avoidOverlappingGeneration=true
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# Chance to use the customArtifactTag when an artifact generation tag fires. [range: 0.0 ~ 1.0, default: 0.0]
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S:customArtifactChance=0.0
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# Custom Loot Table to override when an artifact generation tag fires. [default: ]
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S:customArtifactTag=
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# Chance to use the customArtifactTag when a book generation tag fires. [range: 0.0 ~ 1.0, default: 0.0]
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S:customBookChance=0.0
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# Custom Loot Table to override when a book generation tag fires. [default: ]
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S:customBookTag=
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# Enable hacks for a few decoration types. Disabling this may fix problems but will deactivate ReC overriding those types of structures. [default: true]
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B:decorationHacks=true
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# Resource Expression that will restrict logging of structures that fail to generate. [default: ]
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S:failingStructureLogExpression=
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# Whether the nature (e.g. trees, mushrooms) added by the mod should be actively generating. [default: true]
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B:generateNature=true
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# Global toggles that can be used in expressions. You can also add your own. Ex: 'treeLeavesDecay: true'. [default: [treeLeavesDecay: true]]
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S:globalToggles <
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treeLeavesDecay: true
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>
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# If disabled, Recurrent Complex will generate structures in worlds without the structure generation option. [default: true]
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B:honorStructureGenerationOption=true
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# Resource Expression that will be applied to each loading loot table, determining if it should be set to 'active'. [default: ]
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S:inventoryGeneratorGenerationMatcher=
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# Resource Expression that will be applied to each loading loot table, determining if it should be loaded. [default: ]
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S:inventoryGeneratorLoadMatcher=
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# Maximum number of reverses per room the maze generator can do. A higher number results in a better generation success rate, but may freeze the server temporarily. [range: -1.0 ~ 100.0, default: 3.0]
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S:mazePlacementReversesPerRoom=3.0
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# Maze generation timeout, in milliseconds. After the time is over, the maze generation will just give up. [range: -1 ~ 600000, default: 20000]
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I:mazeTimeout=20000
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# Within this block radius, default structures won't spawn (in the main dimension). [range: 0.0 ~ 500.0, default: 30.0]
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S:minDistToSpawnForGeneration=30.0
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# List of spawn chance tweaks to structures: IceThorn:0.5 [default: ]
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S:spawnTweaks <
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>
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# Resource Expression that will be applied to each loading structure, determining if it should be set to 'active'. [default: ]
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S:structureGenerationMatcher=
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# Resource Expression that will be applied to each loading structure, determining if it should be loaded. [default: ]
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S:structureLoadMatcher=
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# How often do structures spawn? [range: 0.0 ~ 10.0, default: 1.0]
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S:structureSpawnChance=1.0
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# Biome Expression that will be checked for every single structure. Use this if you want to blacklist / whitelist specific biomes that shouldn't have structures. [default: ]
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S:universalBiomeMatcher=
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# Dimension Expression that will be checked for every single structure. Use this if you want to blacklist / whitelist specific dimensions that shouldn't have structures. [default: ]
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S:universalDimensionMatcher=
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# Transformer preset names that are gonna be applied to every single generating structure. Use this if you need to enforce specific rules (e.g. "don't ever spawn wood blocks" (with a replace transformer). [default: ]
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S:universalTransformerPresets <
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>
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}
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controls {
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S:blockSelectorModifierKeys=ctrl
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}
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decoration {
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# The base weight of RC sapling generation types. The vanilla tree weight is 1 - if you want to fully replace vanilla trees, crank this up to something big. [range: 0.0 ~ 100000.0, default: 0.2]
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S:baseSaplingSpawnWeight=0.2
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# The base weight of RC village generation types. Vanilla average is about 10 - if you want to fully replace vanilla structures in villages, crank this up to something big. [range: 0 ~ 100000, default: 10]
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I:baseVillageSpawnWeight=10
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# The base weight of this decoration type. The vanilla decorator has a weight of 1 - if you want to fully replace vanilla decoration, crank this up to something big. [range: 0.0 ~ 1000.0, default: 0.2]
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S:baseWeight_big_mushroom=0.2
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# The base weight of this decoration type. The vanilla decorator has a weight of 1 - if you want to fully replace vanilla decoration, crank this up to something big. [range: 0.0 ~ 1000.0, default: 0.2]
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S:baseWeight_cactus=0.2
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# The base weight of this decoration type. The vanilla decorator has a weight of 1 - if you want to fully replace vanilla decoration, crank this up to something big. [range: 0.0 ~ 1000.0, default: 0.2]
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S:baseWeight_desert_well=0.2
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# The base weight of this decoration type. The vanilla decorator has a weight of 1 - if you want to fully replace vanilla decoration, crank this up to something big. [range: 0.0 ~ 1000.0, default: 0.2]
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S:baseWeight_fossil=0.2
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# The base weight of this decoration type. The vanilla decorator has a weight of 1 - if you want to fully replace vanilla decoration, crank this up to something big. [range: 0.0 ~ 1000.0, default: 0.2]
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S:baseWeight_mineshaft=0.2
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# The base weight of this decoration type. The vanilla decorator has a weight of 1 - if you want to fully replace vanilla decoration, crank this up to something big. [range: 0.0 ~ 1000.0, default: 0.2]
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S:baseWeight_nether_bridge=0.2
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# The base weight of this decoration type. The vanilla decorator has a weight of 1 - if you want to fully replace vanilla decoration, crank this up to something big. [range: 0.0 ~ 1000.0, default: 0.2]
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S:baseWeight_ocean_monument=0.2
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# The base weight of this decoration type. The vanilla decorator has a weight of 1 - if you want to fully replace vanilla decoration, crank this up to something big. [range: 0.0 ~ 1000.0, default: 0.2]
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S:baseWeight_scattered_feature=0.2
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# The base weight of this decoration type. The vanilla decorator has a weight of 1 - if you want to fully replace vanilla decoration, crank this up to something big. [range: 0.0 ~ 1000.0, default: 0.2]
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S:baseWeight_stronghold=0.2
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# The base weight of this decoration type. The vanilla decorator has a weight of 1 - if you want to fully replace vanilla decoration, crank this up to something big. [range: 0.0 ~ 1000.0, default: 0.2]
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S:baseWeight_tree=0.2
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# The base weight of this decoration type. The vanilla decorator has a weight of 1 - if you want to fully replace vanilla decoration, crank this up to something big. [range: 0.0 ~ 1000.0, default: 0.2]
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S:baseWeight_village=0.2
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# The chance to trigger any special sapling spawns at all. If you want to disable the big trees, set this to 0. [range: 0.0 ~ 1.0, default: 1.0]
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S:saplingTriggerChance=1.0
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}
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general {
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# The required permission level for /#as to function. Set to 2 for command blocks and OPs, 4 for only server, or -1 to disable. Note that this could be a security problem on low levels. [range: -1 ~ 10, default: 4]
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I:asCommandPermissionLevel=4
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# List of Command Expressions determining if a command can be executed. Example: #export:#3 | $Ivorforce [default: ]
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S:commandMatchers <
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>
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# The String that will be prefixed to every command, e.g. '#' -> '/#gen', '#paste' etc. [default: #]
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S:commandPrefix=#
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# Enabling this will make the mod register as little as possible, which enables it to be used server-side only. Note that this prevents you from editing or importing structures. [default: false]
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B:lightweightMode=false
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# Memorize decoration spawns like trees or mushrooms (for /#whatisthis). Since decoration is so common, it is recommended to use this only for debugging / balancing purposes. [default: false]
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B:memorizeDecoration=false
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# Memorize sapling spawns (for /#whatisthis). Since saplings are so common, it is recommended to use this only for debugging / balancing purposes. [default: false]
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B:memorizeSaplings=false
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# Disabling this will prevent spawn command blocks from notifying the server admins, as normal commands would. [default: false]
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B:notifyAdminOnBlockCommands=false
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# Once per world, post the status of ReC to the admins. [default: true]
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B:postWorldStatus=true
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# Whether player caches like the clipboard and previewed operations will be saved and loaded. [default: true]
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B:savePlayerCache=true
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S:spawnTweaks <
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>
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}
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visual {
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B:hideRedundantNegativeSpace=true
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}
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