#Should Quark treat anything with 'shulker_box' in its item identifier as a shulker box?
"Interpret Shulker Box Like Blocks"=true
#Set to true to enable a system that debugs quark's worldgen features. This should ONLY be used if you're asked to by a dev.
"Enable Worldgen Watchdog"=false
#Set to true if you need to find the class name for a screen that's causing problems
"Print Screen Classnames"=false
#A list of screens that can accept quark's buttons. Use "Print Screen Classnames" to find the names of any others you'd want to add.
"Allowed Screens"=[]
#If set to true, the 'Allowed Screens' option will work as a Blacklist rather than a Whitelist. WARNING: Use at your own risk as some mods may not support this.
"Use Screen List Blacklist"=false
#Set to true to make the quark big worldgen features such as stone clusters generate as spheres rather than unique shapes. It's faster, but won't look as cool
"Use Fast Worldgen"=false
#Enables quark network profiling features. Do not enable this unless requested to.
"Enable Network Profiling"=false
#Used for terrablender integration
"Terrablender Region Weight"=1
#Set to false to stop quark from adding its own items to multi-requirement vanilla advancements
"Enable Advancement Modification"=true
#Set to false to stop quark from adding its own advancements
"Enable Quark Advancements"=true
#Set to false to disable the popup message telling you that you can config quark in the q menu
#Set to false to disable the behavior where quark will automatically hide any disabled items
"Hide Disabled Content"=true
#Set to false to disable Quark's item info when viewing recipe/uses for an item in JEI
"Enable Jei Item Info"=true
#For JEI info purposes, add any items here to specifically disable their JEI info from Quark. Note that Quark already only shows info that's relevant to which features are enabled
#How long, in game ticks, between animals being able to eat from the trough
#Allowed values: [1,)
Cooldown=30
#The maximum amount of animals allowed around the trough's range for an animal to enter love mode
"Max Animals"=32
#The chance (between 0 and 1) for an animal to enter love mode when eating from the trough
#Allowed values: (0,1]
"Love Chance"=0.333333333
Range=10.0
#Set to false to make it so animals look for a nearby trough every time they want to eat instead of remembering the last one. Can affect performance if false.
#Set to false to refrain from registering any behaviors for blocks that have optional dispense behaviors already set.
#An optional behavior is one that will defer to the generic dispense item behavior if its condition fails.
#e.g. the Shulker Box behavior is optional, because it'll throw out the item if it fails, whereas TNT is not optional.
#If true, it'll attempt to use the previous behavior before trying to place the block in the world.
#Requires a game restart to re-apply.
"Wrap Existing Behaviors"=true
[building]
"Variant Ladders"=true
"Variant Bookshelves"=true
"Bamboo Backport"=true
"Compressed Blocks"=true
"More Potted Plants"=true
"Duskbound Blocks"=true
"Wooden Posts"=true
Thatch=true
"More Stone Variants"=true
"Shear Vines"=true
"Nether Brick Fence Gate"=true
"Gold Bars"=true
Rope=true
"Celebratory Lamps"=true
"Soul Sandstone"=true
"Variant Chests"=true
"Leaf Carpet"=true
"Framed Glass"=true
"Vertical Planks"=true
"Variant Furnaces"=true
Hedges=true
"Hollow Logs"=true
Midori=true
"Rainbow Lamps"=true
"Vertical Slabs"=true
Shingles=true
"Sturdy Stone"=true
Stools=true
"Raw Metal Bricks"=true
"More Mud Blocks"=true
Grate=true
"Japanese Palette"=true
"More Brick Types"=true
"Glass Item Frame"=true
"Industrial Palette"=true
[building.variant_ladders]
#This feature disables itself if any of the following mods are loaded:
# - woodworks
#This is done to prevent content overlap.
#You can turn this on to force the feature to be loaded even if the above mods are also loaded.
"Ignore Anti Overlap"=false
"Change Names"=true
[building.variant_bookshelves]
#This feature disables itself if any of the following mods are loaded:
# - woodworks
#This is done to prevent content overlap.
#You can turn this on to force the feature to be loaded even if the above mods are also loaded.
"Ignore Anti Overlap"=false
"Change Names"=true
[building.compressed_blocks]
"Charcoal Block and Blaze Lantern Stay On Fire Forever"=true
#Allowed values: [0,)
"Charcoal Block Fuel Time"=16000
#Allowed values: [0,)
"Blaze Lantern Fuel Time"=24000
#Allowed values: [0,)
"Stick Block Fuel Time"=900
#Allowed values: [0,)
"Bamboo Block Fuel Time"=500
"Enable Charcoal Block"=true
"Enable Sugar Cane Block"=true
"Enable Bamboo Block"=true
"Enable Cactus Block"=true
"Enable Chorus Fruit Block"=true
"Enable Stick Block"=true
"Enable Apple Crate"=true
"Enable Golden Apple Crate"=true
"Enable Potato Crate"=true
"Enable Carrot Crate"=true
"Enable Golden Carrot Crate"=true
"Enable Beetroot Crate"=true
"Enable Cocoa Bean Sack"=true
"Enable Nether Wart Sack"=true
"Enable Gunpowder Sack"=true
"Enable Berry Sack"=true
"Enable Glow Berry Sack"=true
"Enable Blaze Lantern"=true
"Enable Bonded Leather"=true
"Enable Bonded Rabbit Hide"=true
[building.thatch]
#This feature disables itself if any of the following mods are loaded:
# - goated
# - environmental
#This is done to prevent content overlap.
#You can turn this on to force the feature to be loaded even if the above mods are also loaded.
"Ignore Anti Overlap"=false
#Allowed values: [0,1]
"Fall Damage Multiplier"=0.5
[building.more_stone_variants]
"Enable Bricks"=true
"Enable Chiseled Bricks"=true
"Enable Pillar"=true
[building.gold_bars]
"Generate In Nether Fortress"=true
[building.rope]
#Set to true to allow ropes to move Tile Entities even if Pistons Push TEs is disabled.
#Note that ropes will still use the same blacklist.
"Force Enable Move Tile Entities"=false
"Enable Dispenser Behavior"=true
[building.celebratory_lamps]
"Light Level"=15
[building.variant_chests]
#This feature disables itself if any of the following mods are loaded:
# - woodworks
#This is done to prevent content overlap.
#You can turn this on to force the feature to be loaded even if the above mods are also loaded.
"Ignore Anti Overlap"=false
"Replace Worldgen Chests"=true
"Enable Reverting Wooden Chests"=true
#Chests to put in structures. It's preferred to use worldgen tags for this. The format per entry is "structure=chest", where "structure" is a structure ID, and "chest" is a block ID, which must correspond to a standard chest block.
"Structure Chests"=[]
[building.leaf_carpet]
#This feature disables itself if any of the following mods are loaded:
# - woodworks
# - immersive_weathering
#This is done to prevent content overlap.
#You can turn this on to force the feature to be loaded even if the above mods are also loaded.
"Ignore Anti Overlap"=false
[building.vertical_planks]
#This feature disables itself if any of the following mods are loaded:
# - woodworks
#This is done to prevent content overlap.
#You can turn this on to force the feature to be loaded even if the above mods are also loaded.
"Ignore Anti Overlap"=false
[building.hollow_logs]
"Enable Auto Crawl"=true
[building.rainbow_lamps]
"Light Level"=15
#Whether Rainbow Lamps should be made from and themed on Corundum if that module is enabled.
"Use Corundum"=true
[building.vertical_slabs]
#Should Walls and Panes attempt to connect to the side of Vertical Slabs?
"Allow Side Connections"=true
[building.japanese_palette]
"Enable Paper Blocks"=true
"Enable Bamboo Mats"=true
[building.more_brick_types]
#This also comes with a utility recipe for Red Nether Bricks
"Enable Blue Nether Bricks"=true
#This also includes Red Sandstone Bricks and Soul Sandstone Bricks
"Enable Sandstone Bricks"=true
#This also includes Mossy Cobblestone Bricks
"Enable Cobblestone Bricks"=true
#Requires Cobblestone Bricks to be enabled
"Enable Blackstone Bricks"=true
#Requires Cobblestone Bricks to be enabled
"Enable Dirt Bricks"=true
#Requires Cobblestone Bricks to be enabled
"Enable Netherrack Bricks"=true
[building.glass_item_frame]
"Glass Item Frames Update Maps"=true
#Set to true for faster map updates. Default is every 3s
"Glass Item Frames Update Maps Every Tick"=false
#The scale at which items render in the Glass Item Frame. To match the vanilla Item Frame size, set to 1.0
"Item Render Scale"=1.5
[building.industrial_palette]
"Enable Iron Plates"=true
"Enable Iron Ladder"=true
[management]
"Quick Armor Swapping"=true
"Item Sharing"=true
"Automatic Tool Restock"=true
"Expanded Item Interactions"=true
"Inventory Sorting"=true
"Hotbar Changer"=true
"Easy Transfering"=true
[management.quick_armor_swapping]
"Swap Off Hand"=true
[management.item_sharing]
"Render Items In Chat"=true
[management.automatic_tool_restock]
#This feature disables itself if any of the following mods are loaded:
# - inventorytweaks
#This is done to prevent content overlap.
#You can turn this on to force the feature to be loaded even if the above mods are also loaded.
"Ignore Anti Overlap"=false
#Enchantments deemed important enough to have special priority when finding a replacement
# - <id> being the biome's ID NAME. You can find vanilla names here - https://minecraft.wiki/w/Biome#Biome_IDs
# - <level> being the Cartographer villager level required for the map to be unlockable
# - <min_price> being the cheapest (in Emeralds) the map can be
# - <max_price> being the most expensive (in Emeralds) the map can be
# - <color> being a hex color (without the #) for the map to display. You can generate one here - https://htmlcolorcodes.com/
#
#Here's an example of a map to locate Ice Mountains:
#minecraft:ice_mountains,2,8,14,7FE4FF
Customs=[]
#Set to false to make it so the default quark Pathfinder Map Built-In don't get added, and only the custom ones do
"Apply Default Trades"=true
#How many steps in the search should the Pathfinder's Quill do per tick? The higher this value, the faster it'll find a result, but the higher chance it'll lag the game while doing so
"Pathfinders Quill Speed"=32
#Experimental. Determines if quills should be multithreaded instead. Will ignore quill speed. This could drastically improve performance as it execute the logic off the main thread ideally causing no lag at all
"Multi Threaded"=true
#Allows retrying after a pathfinder quill fails to find a biome nearby. Turn off if you think its op
"Allow Retrying"=true
"Search Radius"=6400
"Xp From Trade"=5
"Add To Cartographer"=true
"Add To Wandering Trader Forced"=true
"Add To Wandering Trader Generic"=false
"Add To Wandering Trader Rare"=false
"Draw Hud"=true
"Hud On Top"=false
[tools.color_runes]
#Whether you can blend runes of each of the 'primary' colors plus white to create rainbow runes.
"Rainbow Rune Craftable"=true
#Whether you can blend runes of the 'primary' colors to create other colors of rune.
"Color Blending Runes"=true
"Dungeon Weight"=10
"Nether Fortress Weight"=8
"Jungle Temple Weight"=8
"Desert Temple Weight"=8
"Item Quality"=0
"Apply Cost"=5
[tools.pickarang]
"Enable Flamerang"=true
"Enable Echorang"=true
#Set this to true to use the recipe without the Heart of Diamond, even if the Heart of Diamond is enabled.
"Never Use Heart Of Diamond"=false
[tools.pickarang.pickarang]
#How long it takes before the Pickarang starts returning to the player if it doesn't hit anything.
Timeout=20
#Pickarang harvest level. 2 is Iron, 3 is Diamond, 4 is Netherite.
"Harvest Level"=3
#Pickarang durability. Set to -1 to have the Pickarang be unbreakable.
Durability=800
#Pickarang max hardness breakable. 22.5 is ender chests, 25.0 is monster boxes, 50 is obsidian. Most things are below 5.
"Max Hardness"=20.0
#How much damage the Pickarang deals when swung as an item
"Attack Damage"=2
#How many ticks do you have to wait between using the pickarang again
Cooldown=10
#Whether this pickarang type can act as a hoe.
"Can Act As Hoe"=false
#Whether this pickarang type can act as a shovel.
"Can Act As Shovel"=true
#Whether this pickarang type can act as an axe.
"Can Act As Axe"=true
[tools.pickarang.flamerang]
#How long it takes before the Pickarang starts returning to the player if it doesn't hit anything.
Timeout=20
#Pickarang harvest level. 2 is Iron, 3 is Diamond, 4 is Netherite.
"Harvest Level"=4
#Pickarang durability. Set to -1 to have the Pickarang be unbreakable.
Durability=1040
#Pickarang max hardness breakable. 22.5 is ender chests, 25.0 is monster boxes, 50 is obsidian. Most things are below 5.
"Max Hardness"=20.0
#How much damage the Pickarang deals when swung as an item
"Attack Damage"=3
#How many ticks do you have to wait between using the pickarang again
Cooldown=10
#Whether this pickarang type can act as a hoe.
"Can Act As Hoe"=false
#Whether this pickarang type can act as a shovel.
"Can Act As Shovel"=true
#Whether this pickarang type can act as an axe.
"Can Act As Axe"=true
[tools.pickarang.echorang]
#How long it takes before the Pickarang starts returning to the player if it doesn't hit anything.
Timeout=40
#Pickarang harvest level. 2 is Iron, 3 is Diamond, 4 is Netherite.
"Harvest Level"=3
#Pickarang durability. Set to -1 to have the Pickarang be unbreakable.
Durability=2000
#Pickarang max hardness breakable. 22.5 is ender chests, 25.0 is monster boxes, 50 is obsidian. Most things are below 5.
"Max Hardness"=20.0
#How much damage the Pickarang deals when swung as an item
"Attack Damage"=2
#How many ticks do you have to wait between using the pickarang again
Cooldown=10
#Whether this pickarang type can act as a hoe.
"Can Act As Hoe"=true
#Whether this pickarang type can act as a shovel.
"Can Act As Shovel"=true
#Whether this pickarang type can act as an axe.
"Can Act As Axe"=true
[tools.parrot_eggs]
#The chance feeding a parrot will produce an egg
Chance=0.05
#How long it takes to create an egg
"Egg Time"=12000
"Enable Special Awesome Parrot"=true
[tools.trowel]
#Amount of blocks placed is this value + 1.
#Set to 0 to make the Trowel unbreakable
#Allowed values: [0,)
"Trowel Max Durability"=0
[tools.abacus]
[tools.abacus.highlight_color]
A=0.4
R=0.0
G=0.0
B=0.0
[tools.bottled_cloud]
"Cloud Level Bottom"=191
"Cloud Level Top"=196
[tools.torch_arrow]
"Extinguish On Miss"=false
[tools.ancient_tomes]
#Format is lootTable,weight. i.e. "minecraft:chests/stronghold_library,30"
#When enabled, Efficiency VI Diamond and Netherite pickaxes can instamine Deepslate when under Haste 2
"Deepslate Tweak"=true
"Deepslate Tweak Needs Haste2"=true
#Master Librarians will offer to exchange Ancient Tomes, provided you give them a max-level Enchanted Book of the Tome's enchantment too.
"Librarians Exchange Ancient Tomes"=true
#Applying a tome will also randomly curse your item
"Curse Gear"=false
#Allows combining tomes with normal books
"Combine With Books"=true
#Whether a sanity check is performed on the valid enchantments. If this is turned off, enchantments such as Silk Touch will be allowed to generate Ancient Tomes, if explicitly added to the Valid Enchantments.
"Sanity Check"=true
[tools.endermosh_music_disc]
"Play Endermosh During Enderdragon Fight"=false
"Add To End City Loot"=true
"Loot Weight"=5
"Loot Quality"=1
[tools.seed_pouch]
"Max Items"=640
"Show All Variants In Creative"=true
"Shift Range"=3
[tools.skull_pikes]
"Pike Range"=5.0
[tweaks]
"Gold Tools Have Fortune"=true
"Automatic Recipe Unlock"=true
"Utility Recipes"=true
"Poison Potato Usage"=true
"Better Elytra Rocket"=true
"Renewable Spore Blossoms"=true
"Coral On Cactus"=true
"Glass Shard"=true
"Pig Litters"=true
"Campfires Boost Elytra"=true
"Dyeable Item Frames"=true
"Slabs To Blocks"=true
"Map Washing"=true
"Enhanced Ladders"=true
"Reacharound Placing"=true
"Horses Swim"=true
"Sponge On Water Placement"=true
"Armed Armor Stands"=true
"Double Door Opening"=true
"Zombie Villagers On Normal"=true
"Hoe Harvesting"=true
Emotes=true
"Slimes To Magma Cubes"=true
"Snow Golem Player Heads"=true
"Vexes Die With Their Masters"=true
"More Note Block Sounds"=true
"Pat The Dogs"=true
"Grab Chickens"=true
"More Banner Layers"=true
"Replace Scaffolding"=true
"Diamond Repair"=true
"Safer Creatures"=true
"Lock Rotation"=true
"Villagers Follow Emeralds"=true
"Compasses Work Everywhere"=true
"No Durability On Cosmetics"=true
"Sponges Better"=true
"Sign Editing"=true
"Simple Harvest"=true
"Dragon Scales"=true
"Shulker Packing"=true
[tweaks.gold_tools_have_fortune]
#Allowed values: [0,)
"Fortune Level"=2
#Allowed values: [0,4]
"Harvest Level"=2
"Display Baked Enchantments In Tooltip"=true
"Italic Tooltip"=true
#Enchantments other than Gold's Fortune/Looting to bake into items. Format is "item+enchant@level", such as "minecraft:stick+sharpness@10".
"Baked Enchantments"=[]
[tweaks.automatic_recipe_unlock]
#A list of recipe names that should NOT be added in by default
"Ignored Recipes"=[]
"Force Limited Crafting"=false
"Disable Recipe Book"=false
#If enabled, advancements granting recipes will be stopped from loading, potentially reducing the lagspike on first world join.
"Filter Recipe Advancements"=true
[tweaks.utility_recipes]
#Can any wool color be dyed?
"Dye Any Wool"=true
#Can other stone-like materials be used for crafting stone tools?
"Better Stone Tool Crafting"=true
#Can a dispenser be crafted by adding a bow to a dropper?
"Enable Dispenser"=true
#Can a repeater be crafted with the pattern for a redstone torch?
"Enable Repeater"=true
#Can you craft a minecart around blocks which can be placed inside?
"Enable Minecarts"=true
#Can you craft a boat around a chest to directly make a chest boat?
"Enable Chest Boats"=true
#Can you craft four chests at once using logs?
"Logs To Chests"=true
#Can Coral be crafted into dye?
"Coral To Dye"=true
#Can cookies, paper, and bread be crafted in a 2x2 crafting table?
"Bent Recipes"=true
#Can Rotten Flesh and Poisonous Potatoes be composted?
"Compostable Toxins"=true
#Does Dragon Breath return a bottle when used as a reagent or material?
"Effective Dragon Breath"=true
#Can torches can be used as fuel in furnaces?
"Torches Burn"=true
#Can bones be smelted down to bone meal?
"Bone Meal Utility"=true
#Can Charcoal be crafted into Black Dye?
"Charcoal To Black Dye"=true
#Can two Logs be used instead of a Chest to make a Hopper?
"Easy Hopper"=true
#Can two Logs be used to craft 16 sticks?
"Easy Sticks"=true
#Can raw ore blocks be smelted, taking 9x the time a normal item?
"Smelt Raw Ore Blocks"=true
[tweaks.poison_potato_usage]
Chance=0.1
"Poison Effect"=true
[tweaks.renewable_spore_blossoms]
"Bone Meal Chance"=0.2
[tweaks.pig_litters]
#Allowed values: [1,)
"Min Pig Litter Size"=2
#Allowed values: [1,)
"Max Pig Litter Size"=3
"Pigs Eat Golden Carrots"=true
#Allowed values: [0,)
"Min Golden Carrot Boost"=0
#Allowed values: [0,)
"Max Golden Carrot Boost"=2
[tweaks.campfires_boost_elytra]
"Boost Strength"=0.5
"Max Speed"=1.0
[tweaks.map_washing]
#This feature disables itself if any of the following mods are loaded:
# - supplementaries
#This is done to prevent content overlap.
#You can turn this on to force the feature to be loaded even if the above mods are also loaded.
#Even if `petAllMobs` is not set, these mobs can be pet
"Pettable Allowlist"=[]
[tweaks.grab_chickens]
"Needs No Helmet"=true
#Set to 0 to disable
"Slowness Level"=1
[tweaks.more_banner_layers]
#Allowed values: [1,16]
"Layer Limit"=16
[tweaks.replace_scaffolding]
#How many times the algorithm for finding out where a block would be placed is allowed to turn. If you set this to large values (> 3) it may start producing weird effects.
"Max Bounces"=1
[tweaks.diamond_repair]
#List of changes to apply to repair items, format is "<item>=<repair_item>" as seen in the defualt.
#Multiple repair items can be applied for the same base item, and as long as at least one is provided, any vanilla option will be removed.
#To use multiple items, comma separate them (e.g. "minecraft:diamond_sword=minecraft:diamond,minecraft:emerald")If you want the vanilla option back, you must add it again manually.
#Blocks that stone clusters can replace. If you want to make it so it only replaces in one dimension,
#do "block|dimension", as we do for netherrack and end stone by default.
"Blocks To Replace"=["minecraft:stone","minecraft:andesite","minecraft:diorite","minecraft:granite","minecraft:netherrack|minecraft:the_nether","minecraft:end_stone|minecraft:the_end","quark:marble","quark:limestone","quark:jasper","quark:slate"]
#Can be a positive integer or a fractional value betweeen 0 and 1. If integer, it spawns that many clusters. If fractional, it has that chance to spawn a single cluster. Set exactly zero to not spawn at all.
#Allowed values: [0,)
"Cluster Count"=2.0
[world.new_stone_types.limestone.oregen_upper]
#Allowed values: [-64,320]
"Min Height"=64
#Allowed values: [-64,320]
"Max Height"=128
#Allowed values: [0,)
"Cluster Size"=64
#Can be a positive integer or a fractional value betweeen 0 and 1. If integer, it spawns that many clusters. If fractional, it has that chance to spawn a single cluster. Set exactly zero to not spawn at all.
#Allowed values: [0,)
"Cluster Count"=0.1666666
[world.new_stone_types.jasper]
[world.new_stone_types.jasper.dimensions]
"Is Blacklist"=false
Dimensions=["minecraft:overworld"]
[world.new_stone_types.jasper.oregen_lower]
#Allowed values: [-64,320]
"Min Height"=0
#Allowed values: [-64,320]
"Max Height"=60
#Allowed values: [0,)
"Cluster Size"=64
#Can be a positive integer or a fractional value betweeen 0 and 1. If integer, it spawns that many clusters. If fractional, it has that chance to spawn a single cluster. Set exactly zero to not spawn at all.
#Allowed values: [0,)
"Cluster Count"=2.0
[world.new_stone_types.jasper.oregen_upper]
#Allowed values: [-64,320]
"Min Height"=64
#Allowed values: [-64,320]
"Max Height"=128
#Allowed values: [0,)
"Cluster Size"=64
#Can be a positive integer or a fractional value betweeen 0 and 1. If integer, it spawns that many clusters. If fractional, it has that chance to spawn a single cluster. Set exactly zero to not spawn at all.
#Allowed values: [0,)
"Cluster Count"=0.1666666
[world.new_stone_types.shale]
[world.new_stone_types.shale.dimensions]
"Is Blacklist"=false
Dimensions=["minecraft:overworld"]
[world.new_stone_types.shale.oregen_lower]
#Allowed values: [-64,320]
"Min Height"=0
#Allowed values: [-64,320]
"Max Height"=60
#Allowed values: [0,)
"Cluster Size"=64
#Can be a positive integer or a fractional value betweeen 0 and 1. If integer, it spawns that many clusters. If fractional, it has that chance to spawn a single cluster. Set exactly zero to not spawn at all.
#Allowed values: [0,)
"Cluster Count"=2.0
[world.new_stone_types.shale.oregen_upper]
#Allowed values: [-64,320]
"Min Height"=64
#Allowed values: [-64,320]
"Max Height"=128
#Allowed values: [0,)
"Cluster Size"=64
#Can be a positive integer or a fractional value betweeen 0 and 1. If integer, it spawns that many clusters. If fractional, it has that chance to spawn a single cluster. Set exactly zero to not spawn at all.
#Allowed values: [0,)
"Cluster Count"=0.1666666
[world.new_stone_types.myalite]
[world.new_stone_types.myalite.dimensions]
"Is Blacklist"=false
Dimensions=["minecraft:the_end"]
[world.new_stone_types.myalite.oregen_lower]
#Allowed values: [-64,320]
"Min Height"=0
#Allowed values: [-64,320]
"Max Height"=60
#Allowed values: [0,)
"Cluster Size"=64
#Can be a positive integer or a fractional value betweeen 0 and 1. If integer, it spawns that many clusters. If fractional, it has that chance to spawn a single cluster. Set exactly zero to not spawn at all.
#Allowed values: [0,)
"Cluster Count"=2.0
[world.new_stone_types.myalite.oregen_upper]
#Allowed values: [-64,320]
"Min Height"=64
#Allowed values: [-64,320]
"Max Height"=128
#Allowed values: [0,)
"Cluster Size"=64
#Can be a positive integer or a fractional value betweeen 0 and 1. If integer, it spawns that many clusters. If fractional, it has that chance to spawn a single cluster. Set exactly zero to not spawn at all.
#Experimental, dont change if you dont know what you are doing. Depth min value from which biome will spawn. Decreasing will make biome appear more often
#Allowed values: [-2,2]
"Min Depth Range"=1.5499999523162842
#Experimental, dont change if you dont know what you are doing. Depth max value until which biome will spawn. Increasing will make biome appear more often
#Allowed values: [-2,2]
"Max Weirdness Range"=2.0
[world.monster_box]
#The chance for the monster box generator to try and place one in a chunk, 1 is 100%
#This can be higher than 100% if you want multiple per chunk, , 0 is 0%
"Chance Per Chunk"=0.2
"Min Y"=-50
"Max Y"=0
"Min Mob Count"=5
"Max Mob Count"=8
"Enable Extra Loot Table"=true
"Activation Range"=2.5
#How many blocks to search vertically from a position before trying to place a block. Higher means you'll get more boxes in open spaces.
"Search Range"=15
[world.monster_box.dimensions]
"Is Blacklist"=false
Dimensions=["minecraft:overworld"]
[world.azalea_wood]
#This feature disables itself if any of the following mods are loaded:
# - caverns_and_chasms
#This is done to prevent content overlap.
#You can turn this on to force the feature to be loaded even if the above mods are also loaded.
"Ignore Anti Overlap"=false
[world.corundum]
#Allowed values: [0,1]
"Crystal Chance"=0.16
#Allowed values: [0,1]
"Crystal Cluster Chance"=0.2
#Allowed values: [0,1]
"Crystal Cluster On Sides Chance"=0.6
#Allowed values: [0,1]
"Double Crystal Chance"=0.2
#The chance that a crystal can grow, this is on average 1 in X world ticks, set to a higher value to make them grow slower. Minimum is 1, for every tick. Set to 0 to disable growth.
#Three sounds must be provided per entry, separated by | (in the format idle|hurt|death). Leave blank for no sound (i.e. if a mob has no ambient noise)
#The chance for an animal to have a special "Shiny" skin, like a shiny pokemon. This is 1 in X. Set to 0 to disable.
"Shiny Animal Chance"=2048
#If a shiny animal should emit occasional sparkles.
"Shiny Sparkles"=true
[client.uses_for_curses]
"Vanish Pumpkin Overlay"=true
"Bind Armor Stands With Player Heads"=true
[client.chest_searching]
[client.chest_searching.overlay_color]
A=0.67
R=0.0
G=0.0
B=0.0
[client.usage_ticker]
#Switch the armor display to the off hand side and the hand display to the main hand side
Invert=false
"Shift Left"=0
"Shift Right"=0
"Enable Main Hand"=true
"Enable Off Hand"=true
"Enable Armor"=true
[experimental]
#Allows placing variant blocks automatically via a selector menu triggered from a keybind
"Variant Selector"=false
"Narrator Readout"=false
"Climate Control Remover"=false
"Enchantments Begone"=false
"Game Nerfs"=false
"Spawner Replacer"=false
"Adjustable Chat"=false
"Villager Rerolling Rework"=false
"Overlay Shader"=false
#This feature generates Resource Pack Item Model predicates on the items defined in 'Items to Change'
#for the Enchantments defined in 'Enchantments to Register'.
#
#Example: if 'minecraft:silk_touch' is added to 'Enchantments to Register', and 'minecraft:netherite_pickaxe'
#is added to 'Items to Change', then a predicate named 'quark_has_enchant_minecraft_silk_touch' will be available
#to the netherite_pickaxe.json item model, whose value will be the enchantment level.
"Enchantment Predicates"=false
[experimental.variant_selector]
#Set this to true to automatically convert any dropped variant items into their originals. Do this ONLY if you intend to take control of every recipe via a data pack or equivalent, as this will introduce dupes otherwise.
"Convert Variant Items"=false
#Enable the hammer, allowing variants to be swapped between eachother, including the original block. Do this ONLY under the same circumstances as Convert Variant Items.
"Enable Hammer"=false
"Show Tooltip"=true
"Align Hud To Hotbar"=false
"Show Simple Hud"=false
"Show Hud"=true
"Enable Green Tint"=true
"Override Held Item Render"=true
"Hud Offset X"=0
"Hud Offset Y"=0
[experimental.variant_selector.variants]
#The list of all variant types available for players to use. Values are treated as suffixes to block IDs for scanning.
#Prefix any variant type with ! to make it show up for Manual Variants but not be automatically scanned for. (e.g. '!polish')
#By default, only a mod's namespace is scanned for variants for its items (e.g. if coolmod adds coolmod:fun_block, it'll search only for coolmod:fun_block_stairs).
# Mods in this list are also scanned for variants if none are found in itself (e.g. if quark is in the list and coolmod:fun_block_stairs doesn't exist, it'll try to look for quark:fun_block_stairs next)
"Tested Mods"=["quark"]
"Print Variant Map To Log"=false
#Format is 'alias=original' in each value (e.g. 'wall=fence' means that a failed search for, minecraft:cobblestone_fence will try cobblestone_wall next)
Aliases=["carpet=slab","pane=fence"]
#Ends of block IDs to try and remove when looking for variants. (e.g. minecraft:oak_planks goes into minecraft:oak_stairs, so we have to include '_planks' in this list for it to find them or else it'll only look for minecraft:oak_planks_stairs)
#Add manual variant overrides here, the format is 'type,block,output' (e.g. polish,minecraft:stone_bricks,minecraft:chiseled_stone_bricks). The type must be listed in Variant Types
"Manual Variants"=[]
# A list of block IDs and mappings to be excluded from variant selection.
#To exclude a block from being turned into other blocks, just include the block ID (e.g. minecraft:cobblestone).
#To exclude a block from having other blocks turned into it, suffix it with = (e.g. =minecraft:cobblestone_stairs)
#To exclude a specific block->variant combination, put = between the two (e.g. minecraft:cobblestone=minecraft:cobblestone_stairs)
#Format is: "mob1,mob2", i.e. "minecraft:spider,minecraft:skeleton"
"Replace Mobs"=[]
[experimental.adjustable_chat]
"Horizontal Shift"=0
"Vertical Shift"=0
[experimental.villager_rerolling_rework]
#If enabled, the first two trades a villager generates for a profession will always be the same for a given villager.
#This prevents repeatedly placing down a job site block to reroll the villager's trades.
"Seed Initial Villager Trades"=true
#Set to 0 to disable the chance to reroll trades when restocking.
#It's possible for a trade to not restock even when the chance is 1. This happens when the rerolled trade is one the villager already has.
#This chance only guarantees a reroll will be attempted.
#Allowed values: [0,1]
"Chance To Reroll When Restocking"=0.25
#Set to 0 to disable the chance to reroll trades when restocking. Set to -1 to allow unlimited rerolling.
#Trades earlier in the list will restock first.
"Maximum Restocks Per Day"=3
#If enabled, villagers will reroll when they restock, rather than when they begin work for the day.
#If disabled, players can prevent rerolling by ensuring the villager isn't out of stock on their last restock of the day.
"Reroll On Any Restock"=false
#If enabled, villagers will be able to reroll any trade that has been used AT ALL since the last restock.
"Reroll Even If Not Out Of Stock"=false
[experimental.overlay_shader]
#Sets the name of the shader to load on a regular basis. This can load any shader the Camera module can (and requires the Camera module enabled to apply said logic).
#Some useful shaders include 'desaturate', 'oversaturate', 'bumpy'
#Colorblind simulation shaders are available in the form of 'deuteranopia', 'protanopia', 'tritanopia', and 'achromatopsia'
Shader="none"
[experimental.enchantment_predicates]
"Items To Change"=[]
"Enchantments To Register"=[]
[oddities]
Pipes=true
Backpack=true
"Tiny Potato"=true
"Matrix Enchanting"=false
"Totem Of Holding"=true
Crate=true
Magnets=true
[oddities.pipes]
#How long it takes for an item to cross a pipe. Bigger = slower.
"Pipe Speed"=5
#Set to 0 if you don't want pipes to have a max amount of items
"Max Pipe Items"=16
#When items eject or are absorbed by pipes, should they make sounds?
"Do Pipes Whoosh"=true
"Enable Encased Pipes"=true
"Render Pipe Items"=true
"Emit Vibrations"=true
[oddities.backpack]
#Set this to true to allow the backpacks to be unequipped even with items in them
"Super Op Mode"=false
"Enable Ravager Hide"=true
"Items In Backpack Tick"=true
"Base Ravager Hide Drop"=1
"Extra Chance Per Looting"=0.5
[oddities.tiny_potato]
#This feature disables itself if any of the following mods are loaded:
# - botania
#This is done to prevent content overlap.
#You can turn this on to force the feature to be loaded even if the above mods are also loaded.
"Ignore Anti Overlap"=false
#Set this to true to use the recipe without the Heart of Diamond, even if the Heart of Diamond is enabled.
"Never Use Heart Of Diamond"=false
[oddities.matrix_enchanting]
#The maximum enchanting power the matrix enchanter can accept
"Max Bookshelves"=15
#Should this be X, the price of a piece increase by 1 every X pieces you generate
"Piece Price Scale"=9
#The higher this is, the better enchantments you'll get on books
"Book Enchantability"=12
#How many pieces you can generate without any bookshelves
"Base Max Piece Count"=3
#How many pieces you can generate without any bookshelves (for Books)
"Base Max Piece Count Book"=1
#At which piece count the calculation for the min level should default to increasing one per piece rather than using the scale factor
"Min Level Cutoff"=8
#How many pieces a single Lapis can generate
"Charge Per Lapis"=4
#How much the min level requirement for adding a new piece should increase for each piece added (up until the value of Min Level Cutoff)
"Min Level Scale Factor"=1.2
#How much the min level requirement for adding a new piece to a book should increase per each bookshelf being used
"Min Level Scale Factor Book"=2.0
#How much to multiply the frequency of pieces where at least one of the same type has been generated
"Dupe Multiplier"=1.4
#How much to multiply the frequency of pieces where incompatible pieces have been generated
"Incompatible Multiplier"=0.0
#Set to false to disable the ability to create Enchanted Books
"Allow Books"=true
#Set this to true to allow treasure enchantments to be rolled as pieces
"Allow Treasures"=false
#Any treasure enchantment IDs here will be able to appear in books in matrix enchanting
"Treasure Whitelist"=[]
#Set to false to disable the tooltip for items with pending enchantments
"Show Tooltip"=true
#By default, enchantment rarities are fuzzed a bit to feel better with the new system. Set this to false to override this behaviour.
"Normalize Rarity"=true
#Matrix Enchanting can be done with water instead of air around the enchanting table. Set this to false to disable this behaviour.
"Allow Underwater Enchanting"=true
#Matrix Enchanting can be done with short (<= 3px blocks) instead of air around the enchanting table. Set this to false to disable this behaviour.
"Allow Short Block Enchanting"=true
#Candles with soul sand below them or below the bookshelves dampen enchantments instead of influence them.
"Soul Candles Invert"=true
#A list of enchantment IDs you don't want the enchantment table to be able to create
"Disallowed Enchantments"=[]
#An array of influences each candle should apply. This list must be 16 elements long, and is in order of wool colors.
#A minus sign before an enchantment will make the influence decrease the probability of that enchantment.
#An array of influences that other blocks should apply.
#Format is: "blockstate;strength;color;enchantments", i.e. "minecraft:sea_pickle[pickles=1,waterlogged=false];1;#008000;minecraft:aqua_affinity,minecraft:depth_strider,minecraft:riptide" (etc) or "minecraft:anvil[facing=north];#808080;-minecraft:thorns,minecraft:unbreaking" (etc)
"States To Influences"=[]
#Set to false to disable the ability to influence enchantment outcomes with candles
"Allow Influencing"=true
#The max amount of candles that can influence a single enchantment
"Influence Max"=4
#How much each candle influences an enchantment. This works as a multiplier to its weight
"Influence Power"=0.125
#If you set this to false, the vanilla Enchanting Table will no longer automatically convert to the Matrix Enchanting table. You'll have to add a recipe for the Matrix Enchanting Table to make use of this.
"Automatically Convert"=true
[oddities.totem_of_holding]
#Set this to false to remove the behaviour where totems destroy themselves if the player dies again.
"Dark Souls Mode"=true
#Totem will always spawn if the player killer is himself.
"Spawn Totem on PVP Kill"=false
#Set this to true to make it so that if a totem is destroyed, the items it holds are destroyed alongside it rather than dropped
"Destroy Lost Items"=false
#Set this to false to only allow the owner of a totem to collect its items rather than any player
"Allow Anyone To Collect"=true
"Enable Soul Compass"=true
[oddities.crate]
"Max Items"=640
[oddities.magnets]
#Any items you place in this list will be derived so that any block made of it will become magnetizable