diff --git a/modpack.toml b/modpack.toml index 6c90f63..f54515b 100644 --- a/modpack.toml +++ b/modpack.toml @@ -518,6 +518,11 @@ target_path = "config/carryon-common.toml" side = "Server" apply_policy = "Always" +[files."./server/config/iceandfire-common.toml"] +target_path = "config/iceandfire-common.toml" +side = "Server" +apply_policy = "Always" + [files."./server/config/rats-common.toml"] target_path = "config/rats-common.toml" side = "Server" diff --git a/server/config/iceandfire-common.toml b/server/config/iceandfire-common.toml new file mode 100644 index 0000000..c5d396b --- /dev/null +++ b/server/config/iceandfire-common.toml @@ -0,0 +1,395 @@ + +[Generation] + + [Generation.Dragon] + #Whether to generate dragon skeletons or not + "Generate Dragon Skeletons" = true + #1 out of this number chance per chunk for generation + #Range: 1 ~ 10000 + "Generate Dragon Skeleton Chance" = 300 + #1 out of this number chance per chunk for generation + #Range: 1 ~ 10000 + "Generate Dragon Cave Chance" = 180 + #1 out of this number chance per chunk for generation + #Range: 1 ~ 10000 + "Generate Dragon Roost Chance" = 360 + #1 out of this number chance per block that gold will generate in dragon lairs. + #Range: 1 ~ 10000 + "Dragon Den Gold Amount" = 4 + #Ratio of Stone(this number) to Ores in Dragon Caves + #Range: 1 ~ 10000 + "Dragon Cave Ore Ratio" = 45 + + [Generation.Structures-Features] + #How far away dangerous structures(dragon roosts, cyclops caves, etc.) must be from spawn. + #Range: 1 ~ 10000 + "Dangerous World Gen Dist From Spawn" = 800 + #How far away dangerous structures(dragon roosts, cyclops caves, etc.) must be from the last generated structure. + #Range: 1 ~ 10000 + "Dangerous World Gen Dist Seperation" = 300 + #Whether to generate glacier biomes or not + "Generate Glaciers" = true + #Glacier Spawn Weight. Higher number = more common + #Range: 1 ~ 10000 + "Glacier Spawn Weight" = 4 + #True if mausoleums are allowed to generate + "Generate Mausoleums" = true + #Whether to generate graveyards or not + "Generate Graveyards" = true + #True if gorgon temples are allowed to spawn + "Generate Gorgon Temple" = true + +[Dragons] + + [Dragons.Griefing] + #Dragon griefing - 2 is no griefing, 1 is breaking weak blocks, 0 is default. This value is also affected by minecrafts mob griefing rule. + #Range: 0 ~ 2 + "Dragon Griefing" = 2 + #True if tamed dragons can follow the griefing rules. + "Tamed Dragon Griefing" = true + #The percentage chance for a block to drop as an item when a dragon breaks it. + #Range: 0.0 ~ 1.0 + "Dragon Block Breaking Drop Chance" = 0.10000000149011612 + + [Dragons.Attributes] + #How long it takes(in ticks) for a dragon egg to hatch + #Range: > 1 + "Dragon Egg Hatch Time" = 7200 + #Dragon Flap Noise Distance - Larger number, further away you can hear it + #Range: 0 ~ 10000 + "Dragon Flap Noise Distance" = 4 + #Dragon Flute Distance - how many chunks away is the dragon flute effective? + #Range: 0 ~ 10000 + "Dragon Flute Distance" = 4 + #Max dragon health. Health is scaled to this + #Range: 1.0 ~ 100000.0 + "Dragon Health" = 500.0 + #Max dragon attack damage. Attack Damage is scaled to this + #Range: 1 ~ 10000 + "Dragon Attack Damage" = 17 + #Damage dealt from a successful fire breath attack. Attack Damage is scaled to by age, so a stage 5 dragon will deal 5x as much as this number + #Range: 0.0 ~ 10000.0 + "Dragon Attack Damage(Fire breath)" = 2.0 + #Damage dealt from a successful ice breath attack. Attack Damage is scaled to by age, so a stage 5 dragon will deal 5x as much as this number + #Range: 0.0 ~ 10000.0 + "Dragon Attack Damage(Ice breath)" = 2.5 + #Damage dealt from a successful lightning breath attack. Attack Damage is scaled to by age, so a stage 5 dragon will deal 5x as much as this number + #Range: 0.0 ~ 10000.0 + "Dragon Attack Damage(Lightning breath)" = 3.5 + #Change this to slow down or speed up dragon or amphithere flight. + #Range: 0.0 ~ 2.0 + "Dragon Flight Speed Modifier" = 1.0 + #Enable this if your server is being bombarded with moved wrongly or moved too fast console messages. REQUIRES RESTART! + "Dragon Moved Wrongly Error Fix" = false + + [Dragons.Behaviour] + #How high dragons can fly, in Y height. + #Range: > 100 + "Max Dragon Flight Height" = 256 + #How far away dragons will detect gold blocks being destroyed or chests being opened + #Range: 0 ~ 10000 + "Dragon Gold Search Length" = 30 + #Whether the bite attack from a dragon heals them or not. + "Dragon Bite Heal" = true + #True if dragons can despawn. Note that if this is false there may be SERIOUS lag issues. + "Dragons Despawn" = true + #True if tamed dragons go to sleep at night. + "Tamed Dragons Sleep" = true + #True if dragons can break blocks if they get stuck. Turn this off if your dragons randomly explode. + "Dragons Dig When Stuck" = true + #True if dragons can drop their skull on death. + "Dragons Drop Skull" = true + #True if dragons can drop their heart on death. + "Dragons Drop Heart" = true + #True if dragons can drop their blood on death. + "Dragons Drop Blood" = true + #True if dragons fire/ice charges create secondary explosions that launch blocks everywhere. Turn this to true if you like unfair explosions. Or lag. + "Explosive Dragon Breath" = false + #How many blocks away can dragons spot potential prey. Note that increasing this could cause lag. + #Range: 1 ~ 10000 + "Dragon Target Search Length" = 128 + #How many blocks away can dragons wander from their defined "home" position. + #Range: 1 ~ 10000 + "Dragon Wander From Home Distance" = 40 + #Every interval of this number in ticks, dragon hunger decreases. + #Range: 1 ~ 10000 + "Dragon Hunger Tick Rate" = 3000 + #Every interval of this number in ticks, dragon allowed to break blocks. + #Range: 0 ~ 10000 + "Dragon Block Break Cooldown" = 5 + #True if villagers should run away and hide from dragons and other hostile Ice and Fire mobs. + "Villagers Fear Dragons" = true + #True if animals should run away and hide from dragons and other hostile Ice and Fire mobs. + "Animals Fear Dragons" = true + #A more intelligent dragon pathfinding system, but is also laggier. Turn this on if you think dragons are too stupid. + "Intelligent Dragon Pathfinding" = false + +[Mobs] + + [Mobs.Pixies] + #1 out of this number chance per chunk for generation + #Range: 1 ~ 10000 + "Spawn Pixies Chance" = 60 + #size of pixie villages + #Range: 1 ~ 10000 + "Pixie Village Size" = 5 + #True if pixies are allowed to steal from players + "Pixies Steal Items" = true + + [Mobs.Cyclops] + #1 out of this number chance per chunk for generation + #Range: 1 ~ 10000 + "Spawn Cyclops Cave Chance" = 100 + #1 out of this number chance per chunk for generation + #Range: 1 ~ 10000 + "Spawn Wandering Cyclops Chance" = 100 + #Maximum cyclops health + #Range: 1.0 ~ 10000.0 + "Cyclops Max Health" = 150.0 + #How many blocks away can cyclopes detect sheep. Note that increasing this could cause lag. + #Range: 1 ~ 10000 + "Cyclopes Sheep Search Length" = 17 + #Cyclops attack strength + #Range: 1.0 ~ 10000.0 + "Cyclops Attack Strength" = 15.0 + #Amount of damage done with cyclops bite attack. + #Range: 1.0 ~ 10000.0 + "Cyclops Bite Strength" = 40.0 + #Whether or not cyclops can break logs or leaves in their way + "Cyclops Griefing" = true + + [Mobs.Sirens] + #Maximum siren health + #Range: 1.0 ~ 10000.0 + "Siren Max Health" = 50.0 + #True to make the screen pink when sirens attract players + "Use Siren Shader" = true + #1 out of this number chance per chunk for generation + #Range: 1 ~ 10000 + "Spawn Sirens Chance" = 400 + #how long(in ticks) can a siren use its sing effect on a player, without a cooldown. + #Range: 100 ~ 24000 + "Siren Max Sing Time" = 12000 + #how long(in ticks) a siren has to wait after failing to lure in a player + #Range: 100 ~ 24000 + "Siren Time Between Songs" = 2000 + + [Mobs.DeathWorms] + #How many blocks away can death worms spot potential prey. Note that increasing this could cause lag + #Range: 1 ~ 10000 + "Death Worm Target Search Length" = 64 + #Default deathworm health, this is scaled to the worm's particular size + #Range: 1.0 ~ 10000.0 + "Death Worm Base Health" = 10.0 + #Default deathworm attack strength, this is scaled to the worm's particular size + #Range: 1.0 ~ 10000.0 + "Death Worm Base Attack Strength" = 3.0 + #True if wild deathworms are allowed to target and attack monsters + "Death Worms Target Monsters" = true + #Deathworm spawn weight. Higher = lower chance to spawn + #Range: 1 ~ 10000 + "Death Worm Spawn Weight" = 30 + + [Mobs.Cockatrice] + #Maximum cockatrice health + #Range: 1.0 ~ 10000.0 + "Cockatrice Health" = 40.0 + #1 out of this number chance per 6000 ticks for a chicken to lay a cockatrice egg. + #Range: > 1 + "Cockatrice chicken Search Length" = 30 + #True if chickens lay rotten eggs. + "Chickens Lay Rotten Eggs" = true + #True if cockatrices are allowed to spawn + "Spawn Cockatrices" = true + #Cockatrice spawn weight. Lower = lower chance to spawn + #Range: 1 ~ 10000 + "Cockatrice Spawn Weight" = 4 + + [Mobs.Stymphalians] + #How many blocks away can stymphalian birds spot potential prey. Note that increasing this could cause lag. + #Range: 1 ~ 10000 + "Stymphalian Bird Target Search Length" = 64 + #1/this number chance for a stymphalian feather to turn into an item before despawning. Zero means never. + #Range: 0 ~ 10000 + "Stymphalian Bird Feather Drop Chance" = 25 + #Stymphalian bird feather attack strength. + #Range: 0.0 ~ 10000.0 + "Stymphalian Bird Feather Attack Strength" = 1.0 + #How far away stymphalian birds will consider other birds to be in the same flock. + #Range: 1 ~ 10000 + "Stymphalian Bird Flock Length" = 40 + #How high stymphalian birds can fly, in Y height. + #Range: > 10 + "Max Stymphalian Bird Flight Height" = 80 + #True if stymphalian birds can drop items registered in the ore dictionary to ingotCopper, ingotBronze, nuggetCopper, nuggetBronze. + "Stymphalian Birds drop ore dict items" = true + #True if stymphalian birds are allowed to target and attack animals + "Stymphalian Birds Target Animals" = false + #1 out of this number chance per chunk for generation + #Range: 1 ~ 10000 + "Spawn Stymhphalian Bird Chance" = 100 + + [Mobs.Trolls] + #True if trolls are allowed to spawn + "Spawn Trolls" = true + #True if trolls are allowed to drop their weapon on death. + "Trolls Drop Weapon" = true + #Troll spawn weight. Lower = lower chance to spawn + #Range: 1 ~ 10000 + "Troll Spawn Weight" = 40 + #Maximum troll health + #Range: 1.0 ~ 10000.0 + "Troll Max Health" = 50.0 + #Troll attack strength + #Range: 1.0 ~ 10000.0 + "Troll Attack Strength" = 10.0 + + [Mobs.Myrmex] + #How many ticks it takes for a Myrmex Queen to produce an egg. + #Range: 1 ~ 10000 + "Myrmex Gestation Length" = 2500 + #How many ticks it takes for a Myrmex to move from a larva to a pupa, and from a pupa to an adult. + #Range: 1 ~ 100000 + "Myrmex Hatch Length" = 35000 + #One out of this number chance per chunk to generate a myrmex hive. + #Range: 1 ~ 10000 + "Myrmex Colony Gen Chance" = 150 + #How many maximum individuals a myrmex colony can have. + #Range: 10 ~ 10000 + "Myrmex Colony Max Size" = 80 + #Base Myrmex(worker) attack strength + #Range: 1.0 ~ 10000.0 + "Myrmex Base Attack Strength" = 3.0 + #The maximum radius myrmex area allowed to wander/forage + #Range: 25 ~ 4000 + "Myrmex Maximum Wander Radius" = 50 + #Myrmex hives will ignore daytime + "Myrmex Hive Ignore Daytime" = false + + [Mobs.Amphitheres] + #True if amphitheres are allowed to spawn + "Spawn Amphitheres" = true + #Amphithere spawn weight. Lower = lower chance to spawn + #Range: 1 ~ 10000 + "Amphithere Spawn Weight" = 50 + #How many blocks away can ampitheres detect villagers being hurt. Note that increasing this could cause lag. + #Range: 1 ~ 10000 + "Amphithere Villager Search Length" = 64 + #How many ticks it takes while riding an untamed amphithere to tame it. + #Range: 1 ~ 10000 + "Amphithere Tame Time" = 400 + #How fast amphitheres fly. + #Range: 0.0 ~ 3.0 + "Amphithere Flight Speed" = 1.75 + #Maximum amphithere health + #Range: 1.0 ~ 10000.0 + "Amphithere Max Health" = 50.0 + #Amphithere attack strength + #Range: 1.0 ~ 10000.0 + "Amphithere Attack Strength" = 7.0 + + [Mobs.SeaSerpents] + #1 out of this number chance per chunk for generation + #Range: 1 ~ 10000 + "Spawn Sea Serpent Chance" = 250 + #Whether or not sea serpents can break weak blocks in their way + "Sea Serpent Griefing" = true + #Default sea serpent health, this is scaled to the sea serpent's particular size + #Range: 1.0 ~ 10000.0 + "Sea Serpent Base Health" = 20.0 + #Default sea serpent attack strength, this is scaled to the sea serpent's particular size + #Range: 1.0 ~ 10000.0 + "Sea Serpent Base Attack Strength" = 4.0 + + [Mobs.Hippocampus] + #1 out of this number chance per chunk for generation + #Range: 1 ~ 10000 + "Spawn Hippocampus Chance" = 40 + #Change this to slow down or speed up hippocampus swimming. + #Range: 0.0 ~ 2.0 + "Hippocampus Swim Speed Modifier" = 1.0 + + [Mobs.Hippogryph] + #True if hippogryphs are allowed to spawn + "Spawn Hippogryphs" = true + #Hippogryph spawn weight. Lower = lower chance to spawn. + #Range: 1 ~ 10000 + "Hippogryph Spawn Weight" = 2 + #Change this to slow down or speed up hippogryph flight. + #Range: 0.0 ~ 2.0 + "Hippogryph Flight Speed Modifier" = 1.0 + + [Mobs.Gorgons] + #Maximum gorgon health + #Range: 1.0 ~ 10000.0 + "Gorgon Max Health" = 100.0 + + [Mobs.Others] + #True if dread liches are allowed to spawn + "Spawn Liches" = true + #Dread Lich spawn weight. Lower = lower chance to spawn + #Range: 1 ~ 10000 + "Lich Spawn Weight" = 2 + #Dread Lich spawn chance. Lower = higher chance to spawn + #Range: 1 ~ 10000 + "Lich Spawn Chance" = 30 + #Maximum hydra health + #Range: 1.0 ~ 10000.0 + "Hydra Max Health" = 250.0 + #One out of this number chance per chunk to generate a hydra cave. + #Range: 1 ~ 10000 + "Hydra Caves Gen Chance" = 60 + #Maximum ghost health. + #Range: 1.0 ~ 10000.0 + "Ghost Max Health" = 30.0 + #Maximum ghost attack strength. + #Range: 0.0 ~ 10000.0 + "Ghost Attack Strength" = 3.0 + #True if ghosts can rarely spawn from brutal PvP deaths. + "Ghost Spawn from PvP deaths" = true + #Villager Scribe House generation weight. Lower = lower chance to spawn + #Range: 0 ~ 10000 + "Villager Scribe House Weight" = 5 + #Allows attributes for mobs to be overridden via the config file. One might want to disable this if other mods are enabled that change mob attributes e.g armor, health etc... + "Allow Attribute Overriding" = true + +[Items] + #Default attack strength of a dragonsteel sword. + #Range: 5.0 ~ 2.147483647E9 + "Dragonsteel Sword Base Attack Strength" = 25.0 + #Default armor value of dragonsteel chestplate. + #Range: > 7 + "Dragonsteel Base Armor" = 12 + #Default armor toughness value of dragonsteel. + #Range: 0.0 ~ 1.7976931348623157E308 + "Dragonsteel Base Armor Toughness" = 6.0 + #Default durability value of dragonsteel tools. + #Range: > 1 + "Dragonsteel Base Durability" = 8000 + #Default durability value of dragonsteel equipment. + #Range: > 1 + "Dragonsteel Base Durability Equipment" = 8000 + #Disable this to remove easter egg with tinkers installed. + Weezer = true + #Percentage of critical strike that will disarm with easter egg tinkers material. + #Range: 0.0 ~ 1.0 + "Easter Egg Tinkers Tool Disarm chance" = 0.20000000298023224 + #True if the summon crystal can load chunks to find dragons. + "Chunk Load Summon Crystal" = true + #True if the dragon bone fire sword ignites attackers. + "Dragon Bone Fire Abilities" = true + #True if the dragon bone ice sword freezes attackers. + "Dragon Bone Ice Abilities" = true + #True if the dragon bone lightning sword strikes attackers. + "Dragon Bone Lightning Abilities" = true + +[Pathfinding] + #Maximum threads to use for dragon/myrmex pathfinding. Increase this number if pathing is slow and you have many cores. + #Range: > 1 + "Dragon Pathfinding Threads" = 3 + #Maximum nodes for dragons/myrmex to path too. Decrease this is dragon pathfinding is super slow or intensive. + #Range: > 1 + "Dragon Max Pathfinding Nodes" = 5000 + #Enables the option to draw the pathfinding nodes when enabled (use a stick on an entity) + "Debug Pathfinding Mode" = false +