
#Tweak and change the various block animations.
#Only cosmetic stuff in here so to leave default if not interested.
#Remember to delete this and server configs and let it refresh every once in a while since I might have tweaked it
[blocks]

	[blocks.globe]
		#Enable a random globe texture for each world
		random_world = true
		#Displays current coordinates when using a globe
		show_coordinates = true

	[blocks.notice_board]
		#Allows notice board displayed text to be centered instead of being left aligned
		centered_text = true

	[blocks.clock_block]
		#Display 24h time format. False for 12h format
		24h_format = true

	[blocks.pedestal]
		#Enable displayed item spin
		spin = true
		#Spin speed
		#Range: 0.0 ~ 100.0
		speed = 2.0
		#Enable special display types for items like swords, tridents or end crystals
		fancy_renderers = true

	[blocks.bubble_block]
		#Wobbling intensity. set to 0 to disable
		#Range: 0.0 ~ 1.0
		wobble = 0.2
		#How fast it grows when created. 1 to be instant
		#Range: 0.0 ~ 1.0
		grow_speed = 0.4

	[blocks.item_shelf]
		#Translate down displayed 3d blocks so that they are touching the shelf.
		#Note that they will not be centered vertically this way
		supported_blocks = true

	[blocks.wind_vane]
		#Wind vane animation swings according to this equation: 
		#angle(time) = max_angle_1*sin(2pi*time*pow/period_1) + <max_angle_2>*sin(2pi*time*pow/<period_2>)
		#where:
		# - pow = max(1,redstone_power*<power_scaling>)
		# - time = time in ticks
		# - redstone_power = block redstone power
		#<power_scaling> = how much frequency changes depending on power. 2 means it spins twice as fast each power level (2* for rain, 4* for thunder)
		#increase to have more distinct indication when weather changes
		#Range: 1.0 ~ 100.0
		power_scaling = 3.0
		#Amplitude (maximum angle) of first sine wave
		#Range: 0.0 ~ 360.0
		max_angle_1 = 30.0
		#Range: 0.0 ~ 360.0
		max_angle_2 = 10.0
		#Base period in ticks at 0 power of first sine wave
		#Range: 0.0 ~ 2000.0
		period_1 = 450.0
		#This should be kept period_1/3 for a symmetric animation
		#Range: 0.0 ~ 2000.0
		period_2 = 150.0

	[blocks.flag]
		#How slow a flag will oscillate. (Period of oscillation)
		#Lower value = faster oscillation
		#Range: 0 ~ 10000
		slowness = 100
		#How wavy the animation will be in pixels. (Wavelength)
		#Range: 0.001 ~ 100.0
		wavyness = 4.0
		#How tall the wave lobes will be. (Wave amplitude)
		#Range: 0.0 ~ 100.0
		intensity = 1.0
		#How much the wave amplitude increases each pixel. (Amplitude increment per pixel)
		#Range: 0.0 ~ 10.0
		intensity_increment = 0.3
		#At which graphic settings flags will have a fancy renderer: 0=fast, 1=fancy, 2=fabulous
		#Allowed Values: FAST, FANCY, FABULOUS
		fanciness = "FABULOUS"
		#Makes flags render as sideways banner. Ignores many of the previously defined configs
		render_as_banner = false

	[blocks.captured_mobs]
		#THIS IS ONLY FOR VISUALS! To allow more entities in cages you need to edit the respective tags!
		#A list of mobs that can be ticked on client side when inside jars. Mainly used for stuff that has particles. Can cause issues and side effects so use with care
		tickable_inside_jars = ["iceandfire:pixie", "druidcraft:dreadfish", "druidcraft:lunar_moth", "alexsmobs:hummingbird"]

	[blocks.wall_lantern]
		#Makes wall lantern use a simple block model instead of the animated tile entity renderer. This will make them render much faster but will also remove the animationNote that this option only affect lanterns close by as the one far away render as fast by default
		fast_lanterns = false

	[blocks.hanging_sign]
		#Makes hanging signs use a simple block model instead of the animated tile entity renderer. This will make them render much faster but will also remove the animationNote that this option only affect lanterns close by as the one far away render as fast by default
		fast_signs = false

	[blocks.bamboo_spikes]
		#Populate the creative inventory with all tipped spikes variations
		populate_creative_tab = true

	[blocks.turn_table]
		#Display visual particles when a block is rotated
		turn_particles = true

	[blocks.speaker_block]
		#Mute speaker block incoming narrator messages and displays them in chat instead
		mute_narrator = false

	[blocks.rope]
		#Amplitude of rope wobbling effect
		#Range: 0.0 ~ 20.0
		wobbling_amplitude = 1.2
		#Period of rope wobbling effect
		#Range: 0.01 ~ 200.0
		wobbling_period = 12.0

#Particle parameters
[particles]

	#Rotation particle
	[particles.turn_particle]
		#An RGBA color
		initial_color = "2a77ea"
		#An RGBA color
		fade_color = "32befa"

#General settings
[general]
	no_optifine_warn_screen = false
	#Enable Quark style config button on main menu. Needs Configured installed to work
	config_button = false
	#Show some tooltip hints to guide players through the mod
	tooltip_hints = true
	#Show tooltips items that have been made placeable
	placeable_tooltips = true
	#Enables custom Configured config screen
	custom_configured_screen = true
	#ignore this
	#Range: -10.0 ~ 10.0
	test1 = 0.0
	#ignore this
	#Range: -10.0 ~ 10.0
	test2 = 0.0
	#ignore this
	#Range: -10.0 ~ 10.0
	test3 = 0.0

#Game tweaks
[tweaks]
	#Colors the brewing stand potion texture depending on the potions it's brewing.
	#If using a resource pack add tint index from 0 to 3 to the 3 potion layers
	brewing_stand_colors = true
	#Makes tipped arrows show their colors when loaded with a crossbow
	crossbows_colors = true
	#Allow to right click with a clock to display current time in numerical form
	clock_right_click = true
	#Allow to right click with a compass to display current coordinates in numerical form
	compass_right_click = false
	#Renders an enchantment glint on placeable enchanted books
	placeable_books_glint = false
	#Placeable books random colors
	#This is a list. Add more entries with syntax [[...]]
	placeable_books_colors = ["brown", "orange", "yellow", "red", "green", "lime", "cyan", "blue", "purple"]
	#Enables banner pattern tooltip image preview
	banner_pattern_tooltip = true
	#Enables paintings tooltip image preview
	paintings_tooltip = true
	#Wearing mob heads will apply post processing
	mob_head_shaders = true

	[tweaks.tinted_maps]
		#Needs the server config with same name on. If on here it will ignore the server one and keep vanilla colors
		enabled = true
		#Colors tall grass same color as grass
		tall_grass_color = true
		#Disable color caching. Can affect map update time
		accurate_colors = false

[items]

	[items.altimeter]
		#Click action for depth meter which displays current depth
		click_action = true
		#Allows depth meter to have unique textures per each dimension. Add more dimensions IDs and a matching texture in the correct path replacing ':' with '_'
		#This is a list. Add more entries with syntax [[...]]
		extra_dimension_textures = ["minecraft:the_nether", "minecraft:the_end"]
		#Increasing this to be more than 1 will result in delth meter display image to be shown in float amounts instead of pixel perfect ones
		#Range: 1 ~ 10
		texture_precision_multiplier = 1

	[items.slingshot]
		#Adds an overlay to slingshots in gui displaying currently selected block
		overlay = true
		#Render the block outline for distant blocks that are reachable with a slingshot enchanted with Stasis
		stasis_block_outline = true
		#An RGBA color for the block outline in hex format, for example 0x00000066 for vanilla outline colors
		block_outline_color = "ffffff66"
		#How big should a slingshot projectile look
		#Range: 0.0 ~ 1.0
		projectile_scale = 0.5

	[items.quiver]
		#Z offset for quiver render when wearing armor. Useful for when you have custom armor bigger than vanilla to void clipping. Leave at -1 for automatic offset
		#Range: -1.0 ~ 1.0
		armor_render_offset = -1.0
		#How quivers should render onto players
		#Allowed Values: HIDDEN, BACK, HIP, THIGH
		render_mode = "THIGH"
		#How skeleton with quivers should render it
		#Allowed Values: HIDDEN, BACK, HIP, THIGH
		skeleton_render_mode = "THIGH"
		#Adds an overlay to quivers in gui displaying currently selected arrow
		overlay = true
		#Allows using your mouse to select an arrow in the quiver GUI
		mouse_movement_in_gui = true
		#Quiver GUI X offset from default position
		#Range: -1000 ~ 1000
		gui_x_offset = 0
		#Quiver GUI Y offset from default position
		#Range: -1000 ~ 1000
		gui_y_offset = 0

	[items.wrench]
		#Display visual particles when a block is rotated
		turn_particles = true

	[items.flute]
		#Display visual particles when a playing a flute
		note_particles = true

