"Enable Combat" = true
"Enable Experience" = true
"Enable Farming" = false
"Enable Hunger & Health" = false
"Enable Items" = false
"Enable Mining" = false
"Enable Miscellaneous" = false
"Enable Mobs" = true
"Enable Movement" = true
"Enable Sleep & Respawn" = false
"Enable World" = false

[World]
	#Trees fall when cut.
	"Enable Timber Trees" = true
	#Makes leaves decay faster
	"Enable Leaves" = true
	"Enable Cyan Flower" = true
	#Various changes to explosions, like higher knockback and getting hit when behind blown up blocks.
	"Enable Explosion Overhaul" = true
	#Spawners are now a challenge. Monsters spawning from spawners ignore light.
	"Enable Spawners" = true
	"Enable Berries" = true
	"Enable Nether" = true
	#Change wandering trader offers.
	"Enable Wandering Trades" = true
	"Enable Coal & Fire" = true
	"Enable Fluids" = false

	#Trees fall when cut.
	[World."Timber Trees"]
		"Requires axe" = false

	#Makes leaves decay faster
	[World.Leaves]
		#Range: > 1
		"Min ticks to decay" = 50
		#Range: > 1
		"Max ticks to decay" = 300

	#Various changes to explosions, like higher knockback and getting hit when behind blown up blocks.
	[World."Explosion Overhaul"]
		#Vanilla Explosions use a random number that changes the explosion power. With this enabled the ray strength will be as the explosion size.
		"Disable Explosion Randomness" = true
		#Somewhere around 1.15 Mojang (for performance issues) removed the poof particles from Explosions. Keep them disabled if you have a low end PC.
		#These particles aren't shown when explosion power is <= 1
		"Enable Poof Particles" = true
		#Removes the particles spawned by the explosion.
		"Disable Emitter Particles" = true
		#While enabled knockback is greatly increased by explosion size
		"Knockback Scales With Size" = true
		#Explosions will start from the middle of the entity instead of feets.
		"Explosions at Half Entity" = true
		#Explosions affect even entities spawned by the explosions, like TnTs or chests content. BE AWARE that containers content will get destroyed.
		"Explosion Affect Just Spawned Entities" = false
		#EXPERIMENTAL! This will make explosion blast blocks away. Blocks that can't land will drop the block as a TNT would have destroyed it.
		"Enable Flying Blocks" = false
		#If true, creepers explosions will drop no blocks.
		"Creeper collateral" = false
		#Number in the explosion damage calculation. Vanilla is 7. Higher = More damage
		#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
		"Explosion Damage calculation multiplier" = 6.5
		#Disabled if set to -1.
		#Range: > -2147483648
		"Limit explosion size" = 12

	#Spawners are now a challenge. Monsters spawning from spawners ignore light.
	[World.Spawners]
		#If true, the spawner delay is set to 'delay' instead of using MinSpawnDelay and MaxSpawnDelay
		"Override Spawn Delay" = true
		#Range in which a player must be present for a spawner to work. Vanilla is 16.
		"Required Player Range" = 24
		#If true, monsters from spawners will spawn no matter the light level.
		"Ignore Light" = true

		#Spawning Delay (in ticks) of the spawner. Vanilla is 200~800.
		[World.Spawners.Delay]
			#Range: 1.0 ~ 1.7976931348623157E308
			Minimum = 400.0
			#Range: 1.0 ~ 1.7976931348623157E308
			Maximum = 1600.0

		[World.Spawners."Disable spawners"]
			Enabled = false
			#The minimum amount of spawnable mobs (when the spawner is basically in the same position as the world spawn. The amount of spawnable mobs before deactivating is equal to the distance divided by 8 (plus this value). E.g. At 160 blocks from spawn the max spawnable mobs will be 160 / 8 + 25 = 20 + 25 = 55
			#Range: > 0
			"Minimum Spawnable Mobs" = 20
			#This multiplier increases the max mobs spawned.
			#Range: 0.0 ~ 1.7976931348623157E308
			"Spawnable mobs multiplier" = 1.0

		[World.Spawners.Empowered]
			#If true, spawners will generate in an empowered state. When empowered, will generate mobs really fast for a while and then will slow down.
			Enabled = true
			#When the spawner stops being empowered, the spawner is now disabled.
			"Disable on end" = true
			#How many mobs are spawned before empowered ends.
			#Range: > 0
			"Mobs amount" = 24
			#When the Spawner stops being empowered, will generate loot from the iguanatweaksreborn:empowered_spawner loot table
			"Loot Reward" = true
			#When the Spawner stops being empowered, will play a sound effect
			"Sound effect" = true

			#Spawning Delay (in ticks) when the Spawner is empowered.
			[World.Spawners.Empowered.Delay]
				#Range: 1.0 ~ 1.7976931348623157E308
				Minimum = 150.0
				#Range: 1.0 ~ 1.7976931348623157E308
				Maximum = 300.0

			#When the Spawner stops being empowered, will generate this amount of experience
			[World.Spawners.Empowered."Experience Reward"]
				#Range: 0.0 ~ 1.7976931348623157E308
				Minimum = 150.0
				#Range: 0.0 ~ 1.7976931348623157E308
				Maximum = 200.0

	[World.Berries]
		#Berry bushes no longer deal damage when walking in them with leggings and boots
		"No damage if dressed" = true
		#	Makes sweet berries not plantable, requiring seeds, and also enables a data pack that makes the following changes:
		#	* Makes sweet berry bushes drop seeds
		#	* Makes sweet berry patches has less plants and plants will not be all grown up
		#	If berry good is present, a different datapack is enabled that integrates with the mod
		#
		"Data pack" = true

	[World.Nether]
		#Makes the nether 128 blocks high instead of 256, effectively disabling the "Nether Roof" and removes the 8 block ratio between nether and end.
		"Disable Nether Roof and 8 block ratio" = true
		#If true, lava pockets in the nether are removed. If quark is installed, this is disabled
		"Remove Lava Pockets" = true
		#The portal requires Crying Obsidian in the corners to turn it on (in the overworld). The block tag 'iguanatweaksreborn:portal_corners' can be used to change the required blocks for the corners
		"Portal requires Crying Obsidian" = true

	#Change wandering trader offers.
	[World."Wandering Trades"]
		#Vanilla is 0 pre 23w31a, 2 otherwise
		#Range: > -2147483648
		"Amount of Buying trades" = 2
		#Vanilla is 5
		#Range: > -2147483648
		"Amount of Ordinary trades" = 6
		#Vanilla is 1
		#Range: > -2147483648
		"Amount of Rare trades" = 2

	[World."Coal & Fire"]
		#How much faster fire ticks and spreads.
		#Range: 0.0 ~ 100.0
		"Fire spread speed multiplier" = 4.0
		#If true, campfires must be lit
		"Unlit campfire" = false

	[World.Fluids]
		#If enabled, water will deal fall damage if too shallow
		"Water fall damage" = false
		#How strong does water push entities. Vanilla is 0.014
		#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
		"Water push force" = 0.014
		#If true water pushes entities down even when no blocks are around
		"Water pushes when no blocks are around" = false

["Sleep & Respawn"]
	#Changes to sleeping and spawn points
	"Enable Sleeping and Spawn Point" = false
	#Changes to respawning. Adds the doLooseRespawn gamerule that can disable the loose spawn range
	"Enable Respawn" = true
	#Prevents sleeping if the player is not tired. Tiredness is gained by gaining exhaustion. Allows you to sleep during daytime if too tired. Energy Boost Items are controlled via json in this feature's folder
	"Enable Tiredness" = true
	#Changes to death
	"Enable Death" = true
	#Prevents the player from sleeping if has not enough Hunger and gives him effects on wake up. Effects on wake up are controlled via json in this feature's folder
	"Enable Sleeping Effects" = false

	#Changes to sleeping and spawn points
	["Sleep & Respawn"."Sleeping and Spawn Point"]
		#If set to true the player will not be able to sleep.
		"Disable Sleeping" = false
		#If set to true the player spawn point cannot be changed with beds.
		"Disable Spawn Point" = false
		#If set to true the player will be able to sleep during day time. On wake up it will be night time. Note that with 'Tiredness' feature enabled you are still not able to sleep during day unless you're tired enough.
		"Allow Sleeping During Day" = false

	#Changes to respawning. Adds the doLooseRespawn gamerule that can disable the loose spawn range
	["Sleep & Respawn".Respawn]
		#Mobs in this range from the player will be despawned when respawning at world spawn.
		#Range: > 0
		"Despawn mobs on world respawn" = 64
		#Mobs in this range from the player will be despawned when respawning at bed spawn.
		#Range: > 0
		"Despawn mobs on bed respawn" = 32

		#The range from world spawn where players will respawn.
		["Sleep & Respawn".Respawn."Loose World Spawn Range"]
			#Range: 0.0 ~ 1.7976931348623157E308
			Minimum = 128.0
			#Range: 0.0 ~ 1.7976931348623157E308
			Maximum = 192.0

		#The range from beds where players will respawn.
		["Sleep & Respawn".Respawn."Loose Bed Spawn Range"]
			#Range: 0.0 ~ 1.7976931348623157E308
			Minimum = 64.0
			#Range: 0.0 ~ 1.7976931348623157E308
			Maximum = 128.0

	#Prevents sleeping if the player is not tired. Tiredness is gained by gaining exhaustion. Allows you to sleep during daytime if too tired. Energy Boost Items are controlled via json in this feature's folder
	["Sleep & Respawn".Tiredness]
		#Multiply the tiredness gained by this value. Normally you gain tiredness equal to the exhaustion gained. 'Effective Hunger' doesn't affect the exhaustion gained.
		#Range: 0.0 ~ 128.0
		"Tiredness gained multiplier" = 1.0
		#If true the player will not set the spawn point if can't sleep.
		"Prevent Spawn Point" = false
		#Tiredness required to get the Tired effect and be able to sleep.
		#Range: 0.0 ~ 1.7976931348623157E308
		"Tiredness for effect" = 500.0
		#Every this Tiredness above 'Tiredness for effect' will add a new level of Tired.
		#Range: 0.0 ~ 1.7976931348623157E308
		"Tiredness per level" = 75.0
		#By default if omitted in the json, food items will give 1 second of Energy Boost per effective nourishment (hunger + saturation) of the food. This multiplies the duration of the effect
		#Range: 0.0 ~ 1.7976931348623157E308
		"Default Energy Boost Duration Multiplier" = 5.0
		#What to do with tiredness when the player dies.
		#RESET resets the tiredness to 0
		#KEEP keeps the current tiredness
		#SET_AT_EFFECT keeps the current tiredness but if higher than 'Tiredness for effect' it's set to that
		#REMOVE_ONE_LEVEL keeps the current tiredness but if higher than 'Tiredness for effect' removes one level of Tired to a minimum of I
		#Allowed Values: RESET, KEEP, SET_AT_EFFECT, REMOVE_ONE_LEVEL
		"On death behaviour" = "SET_AT_EFFECT"
		#Sounds played when the player is tired
		"Tired sounds" = ["minecraft:block.basalt.break", "minecraft:block.big_dripleaf.place", "minecraft:block.bone_block.hit", "minecraft:block.candle.extinguish", "minecraft:entity.zombie.ambient", "minecraft:entity.skeleton.ambient", "minecraft:entity.spider.ambient", "minecraft:entity.slime.attack", "minecraft:entity.creeper.hurt", "minecraft:entity.creeper.primed", "entity.egg.throw"]
		#The chance is 0% of this value as soon as a sound is played, 100% as 10 minutes have passed and 200% at 30 minutes
		#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
		"Tired Sound Chance" = 0.025

	#Changes to death
	["Sleep & Respawn".Death]
		#If true, the player's killer will not despawn and when killed will drop 4x more items and experience.
		"Player's killer bounty" = true
		#If true, the player's experience is stored in the grave.
		"Grave keeps experience" = false

	#Prevents the player from sleeping if has not enough Hunger and gives him effects on wake up. Effects on wake up are controlled via json in this feature's folder
	["Sleep & Respawn"."Sleeping Effects"]
		#How much the hunger bar is depleted when you wake up in the morning. Saturation is depleted before depleting hunger bar. Setting to 0 will disable this feature.
		#Range: 0 ~ 20
		"Hunger Depleted on Wake Up" = 15
		#If the player's hunger bar is below 'Hunger Depleted on Wake Up' he can't sleep.
		"No Sleep If Hungry" = false
		#If the player has no hunger on wake up, beneficial effects are not applied.
		"No beneficial effect when hungry" = true
		#Apply the bad effects only when too tired
		"Dizzy when tired" = true

[Movement]
	#Prevents the player from placing blocks below him when in mid air.
	"Enable No Pillaring" = false
	#Armor slows down the player. Material Weights and Enchantment Weights are controlled via json in this feature's folder
	"Enable Weighted Equipment" = false
	#Slowdown based off the terrain entities walking on. Custom Terrain Slowdown are controlled via json in this feature's folder
	"Enable Terrain Slowdown" = false
	#Makes flying with elytra outside the end dimension have stronger gravity.
	"Enable Elytra Nerf" = true
	"Enable Boats" = false
	#Player's slowed down for a brief moment when hit.
	"Enable Tagging" = false
	#Player's slides down climbable blocks faster and stands still when opening an interface. This is disabled if quark is enabled
	"Enable Better Climbable" = false
	#Player's slowed down when walking backwards.
	"Enable Backwards slowdown" = false
	"Enable Swimming" = false

	#Prevents the player from placing blocks below him when in mid air.
	[Movement."No Pillaring"]
		#If true, pillaring will be negated only if there are monsters nearby
		"Monsters Only" = true

	#Armor slows down the player. Material Weights and Enchantment Weights are controlled via json in this feature's folder
	[Movement."Weighted Equipment"]
		#Percentage slowdown per point of armor the player is wearing.
		#Range: 0.0 ~ 1.0
		"Slowdown per Armor" = 0.0
		#This value times the Armor Toughness worn by the player is a percentage increase of the Slowdown per Armor.
		#Total percentage slowdown is '(slowness_per_armor * armor_points) * (1 + (toughness * percentage_per_toughness))'
		#E.g. with 'Slowness per Armor' set to 0.005 and this set to 0.025 and the player wearing Diamond Armor the slowdown is '(0.005 * 20) * (1 + (8 * 0.025))' = '0.1 * 1.2'= '0.12' = -12% Speed applied to the player.
		#Range: 0.0 ~ 1.0
		"Percentage Increase per Toughness" = 0.0

	#Slowdown based off the terrain entities walking on. Custom Terrain Slowdown are controlled via json in this feature's folder
	[Movement."Terrain Slowdown"]
		"Frost walker reduces Ice slowdown" = true

	#Makes flying with elytra outside the end dimension have stronger gravity.
	[Movement."Elytra Nerf"]
		#How much the player is pulled down when flying with elytra in non-end dimensions.
		#Range: 0.0 ~ 1.0
		Strength = 0.15

	[Movement.Boats]
		#If true, boats will no longer go stupidly fast on ice. (If quark is present this is disabled)
		"No Ice Boats" = true
		#If true, boats will always break when falling from this height or more
		#Range: 0.0 ~ 1.7976931348623157E308
		"Break height" = 5.0

	#Player's slowed down for a brief moment when hit.
	[Movement.Tagging]
		#Which level of Slowness is applied to the player (level 0 is Slowness I).
		#Range: 0 ~ 10
		"Slowness level" = 0
		#Slowness is applied for damage_taken * this_value ticks.
		#Range: 0 ~ 100
		"Duration multiplier" = 7

	#Player's slides down climbable blocks faster and stands still when opening an interface. This is disabled if quark is enabled
	[Movement."Better Climbable"]
		#How much faster the players moves down climbable blocks
		#Range: 0.0 ~ 5.0
		Speed = 0.2

	#Player's slowed down when walking backwards.
	[Movement."Backwards slowdown"]
		#How much slower will the player go when walking backwards.
		#Range: 0.0 ~ 1.0
		Slowdown = 0.3

	[Movement.Swimming]
		#Prevents swimming up really fast if swimming and holding the jump key.
		"Prevent fast swim up with jump" = true

[Mobs]
	#Add a brand new Echo Torch and some changes to mob spawn
	"Enable Spawning" = true
	#Changes to mobs equipment
	"Enable Equipment" = false
	#Small changes to villagers to make them less OP
	"Enable Villagers" = false

	#Add a brand new Echo Torch and some changes to mob spawn
	[Mobs.Spawning]
		#Disables Zombie Villagers
		"No Zombie Villagers" = false
		#Allows mobs to spawn in the world spawn (in vanilla mobs can't spawn in a 24 blocks radius from world spawn)
		"Allow world spawn spawn" = false
		#Disables insomnia and makes Phantoms spawn naturally in the End
		"Phantoms in the End" = true
		#Disables normal skeletons from spawning in Fortresses. Requires a minecraft restart
		"Remove skeletons from Fortresses" = false

	#Changes to mobs equipment
	[Mobs.Equipment]
		#Set the drop chance for mobs equipment.
		#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
		"Drop chance" = 0.5
		#Set the drop chance for mobs equipment when spawned from spawners.
		#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
		"Drop chance from Spawners" = 0.2
		#Max durability of items dropped by mobs. This also fixes https://bugs.mojang.com/browse/MC-136374. Setting to 0 will disable this feature.
		#Range: 0.0 ~ 1.0
		"Max durability" = 0.6

	#Small changes to villagers to make them less OP
	[Mobs.Villagers]
		#If true, villagers will be given 1 trading experience as soon as they choose their job to lock the trades.
		"Lock Trades" = true
		#If true, villagers will always be transformed into Zombies, no matter the difficulty.
		"Always Convert Zombie" = true
		#Define a max percentage discount that villagers can give.
		#Range: 0.0 ~ 1.0
		"Max Discount Percentage" = 0.5
		#If true, villagers will no longer get the discount when cured from Zombies to prevent over discounting.
		"Prevent Cure Discount" = true
		#When villagers restock, they update the 'demand'. Demand is a trade modifier that increases the price whenever a trade is done many times, BUT when a trade is not performed, at each restock the 'demand' goes negative, making possible for a trade to never increase it's price due to high negative demand. With this to true, negative demand will be capped at -max_uses of the trade (e.g. Carrot trade from a farmer will have it's minimum demand set to -16).
		"Clamp Negative Demand" = true
		#If true, the effect can no longer be applied to entities
		"Remove Bad Omen" = true

[Miscellaneous]
	#Various stuff that doesn't fit in any other Feature.
	"Enable Tweaks" = true
	#Various Nerfs
	"Enable Nerfs" = true
	#Beacon Range varying based of blocks of the pyramid and better conduit killing mobs. Blocks list and ranges are controlled via json in this feature's folder
	"Enable Beacon & Conduit" = true
	#Various data packs that can be enabled/disabled
	"Enable Data Packs & Integration" = true
	#Apply potion effects on certain hunger / health / experience level. Debuffs are controlled via json in this feature's folder
	"Enable DeBuffs" = false

	#Various stuff that doesn't fit in any other Feature.
	[Miscellaneous.Tweaks]
		#If true, entities will no longer be set on fire if have Fire Resistance (like bedrock edition)
		"Prevent fire with resistance" = true
		#Falling on glass has a chance of breaking it. The higher the fall, the higher the chance. iguanatweaksreborn:fall_on_break block tag can be used to add more blocks that break when falling onto them.
		"Falling breaking glass" = true
		#Poison will damage the player every this ticks at level I. Vanilla is 25.
		#Range: > 1
		"Poison damage speed" = 60
		#The maximum amount of blocks a sponge can soak. (Vanilla is 64, disabled if quark is installed)
		#Range: > -2147483648
		"Maximum Sponge Soak Blocks" = 256
		#The maximum range at which sponges will check for soakable blocks. (Vanilla is 5, disabled if quark is installed)
		#Range: > -2147483648
		"Maximum Sponge Soak Range" = 10
		#If exposed to the sun sponges may dry and if exposed to rain sponges might get wet. Requires a Minecraft restart if disabled
		"Sponges dry in the sun and wet in rain" = true
		#When you die in hardcore, your spawn point is set to where you died and a lightning strike is summoned
		"Better hardcore death" = true
		#The amount of ticks the player consumes when underwater. In vanilla it's 1 without Respiration enchantment. For non integer numbers the decimal part will count as a chance to have a +1
		#Range: 0.0 ~ 100.0
		"Player air ticks consumed" = 1.5
		"Increase drown damage the more drowning" = true
		#If enabled, the Totem of Undying will give Resistance IV for 5.5 seconds
		"Totem resistance" = true
		#The ticks of Water Breathing given by the Turtle Helmet. Vanilla is 200
		#Range: > -2147483648
		"Turtle Helmet water breathing time" = 900
		#The strength used to throw splash potions. Vanilla is 0.5
		#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
		"Splash potions throw strength" = 1.0

		#The amount of air ticks the player regains each tick when out of water. For non integer numbers the decimal part will count as a chance to have a +1. Vanilla is 4. Min is the amount as soon as you exit water, Max is a few seconds out of water.
		[Miscellaneous.Tweaks."Player air ticks refilled"]
			#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
			Minimum = 1.0
			#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
			Maximum = 2.5

	#Various Nerfs
	[Miscellaneous.Nerfs]
		#If true, Iron golems will only drop Iron when killed by the player.
		"Iron from Golems only when killed by Player" = true
		#If true, renderDebugInfo is enabled by default. Requires a world restart
		"No Coordinates" = true
		#If true, randomTickSpeed is set to 2 from 3
		"Reduced Random Tick Speed" = true
		#If true, maxEntityCramming game rule is set to 6 from 24
		"Reduced mob cramming" = true
		#Kelp blocks smelt 16 items instead of 20
		"Less burn time for Kelp block" = true
		#Prevents duping falling blocks when they travel across dimensions. (If quark is present this is disabled)
		"Remove Falling Block Dupe across dimensions" = true
		#Fixes several piston physics exploits like TNT duping. (If quark is present this is disabled)
		"Remove piston physics exploit" = true
		#Range: 0.0 ~ 1.0
		"Fishing has a chance to fish a guardian" = 0.0
		"No fish if fishing in the same spot" = true

	#Beacon Range varying based of blocks of the pyramid and better conduit killing mobs. Blocks list and ranges are controlled via json in this feature's folder
	[Miscellaneous."Beacon & Conduit"]

		[Miscellaneous."Beacon & Conduit".Conduit]
			#Greatly increases the range and damage of the conduit
			"Better Protection" = true
			#Distance multiplier (formula is blocks_around / 7 * this_multiplier) from the conduit at which it will deal damage to enemies.
			#Range: 0.0 ~ 64.0
			"Protection Distance Multiplier" = 8.0
			#If a mob is within this radius from the conduit, it will be dealt the maximum amount of damage.
			#Range: 0.0 ~ 96.0
			"Protection Max Damage Distance" = 8.0

	#Various data packs that can be enabled/disabled
	[Miscellaneous."Data Packs & Integration"]
		#If true, no integrated data pack will be loaded
		"Disable ALL data packs" = false
		#Changes vanilla torch recipes.
		#* Torches can be only made on Campfires early on in the game
		#* With shears you can make 3 torches out of coal
		#* With Fire Charges you can make them later in the game.
		"Hardcore Torches" = true
		#Changes vanilla chains recipe. Makes chains easily craftable with nuggets only.
		"Cheaper Chains" = true
		#Minor changes:
		#* Cakes now drop when broken and not eaten
		#* Dark Prismarine is made easier
		#* Clay balls can be crafted from blocks
		#* Leads and Sticky Pistons can also be made with Honey
		#* Iron Doors can be blasted back to Iron Ingots
		#* Dispensers can be made from droppers
		#* Levers and glass can now be broken faster with pickaxes, cactus with hoes
		"Misc tweaks" = true
		#Makes redstone components require redstone in their recipe (e.g. Levers, pressure plates, etc). Also makes Corail's Woodcutter no longer able to make buttons and pressure plates.
		"Actual Redstone Components" = true
		#If true a data pack will be enabled that makes furnaces require copper. Copper ingots can be obtained from raw copper on campfires.
		"Copper Furnace" = true
		#If true a data pack will be enabled that disables villages and pillagers outpost generation.
		"Disable Long Noses Structures" = true
		#If true a data pack will be enabled that changes fishing Loot.
		"Fishing Loot Changes" = true
		#If true, a data pack will be enabled that makes End Cities will be more common.
		"Increase End Cities" = true
		#If true a data pack will be enabled that overhauls structure loot. Disables itself if iguanatweaksexpanded is present
		"Better Structure Loot" = true
		#If true a data pack will be enabled that reduces loot from structures closer to spawn
		"Less loot closer to spawn" = true
		#Changes mobs loot and makes mobs drop reduced loot if not killed by a player
		"Mob loot changes" = true
		#Integrates the mod with Supplementaries. Check here for changes: https://github.com/Insane96/IguanaTweaksReborn/wiki/Farmer%27s-Delight-integration
		"Supplementaries integration" = true
		#Integrates the mod with Farmer's delight. Some config options are changed along with a data pack installed. Check here for changes: https://github.com/Insane96/IguanaTweaksReborn/wiki/Farmer%27s-Delight-integration
		"Farmer's Delight integration" = true
		#When you add a new mod the game automatically sets the data pack of the mod at the bottom of all the data packs, making the data packs loaded from this mod not work. If this is set to true the enabled and disabled Data Packs of the world are reset and reloaded. WARNING: you'll lose disabled data packs!
		"Force Reload world Data Packs" = false

[Mining]
	#Various mining changes
	"Enable Misc" = true
	#Changes Gold tools to have an innate Fortune/Looting I and changes the harvest level to be like stone tools
	"Enable Gold" = true
	#Change blocks hardness. Dimension Hardness, Depth Hardness and Custom Hardness are controlled via json in this feature's folder
	"Enable Block Hardness" = true
	#Various changes for different materials and ores.
	"Enable Materials and ores" = true

	#Change, through data packs, the properties of blocks, from hardness to explosion resistance to speed and jump factors
	[Mining."Block Data"]
		#If true, a data pack is enabled that changes various blocks hardness, like ores and crops, and some blocks slowdown.
		"Block Data Data Pack" = true

	#Various mining changes
	[Mining.Misc]
		#Silverfish blocks will insta-mine like pre-1.17
		"Insta-Mine Silverfish" = true
		#Heads will insta-break
		"Insta-Mine Heads" = true
		#Reduce the range at which players can interact with blocks
		#Range: -4.0 ~ 0.0
		"Mining Range reduction" = -1.0
		#Makes slabs, stairs and walls take less time to break
		"Faster slabs, stairs and walls" = true
		#In vanilla there's a 5 tick delay (0.25 secs) between breaking blocks. The tick delay is reduced by 1 tick every 2 tool efficiency.
		"Efficiency based destroy delay" = true

	#Change blocks hardness. Dimension Hardness, Depth Hardness and Custom Hardness are controlled via json in this feature's folder
	[Mining."Block Hardness"]
		#Multiplier applied to the hardness of blocks. E.g. with this set to 2.0 blocks will take 2 times longer to break.
		#Range: 0.0 ~ 128.0
		"Hardness Multiplier" = 1.0

	#Various changes for different materials and ores.
	[Mining."Materials and ores"]
		"Ore generation Overhaul" = true
		#https://minecraft.wiki/w/Ore_vein
		"Disable Ore Veins" = true
		#Enables the following changes to vanilla data pack:
		#* Stone (Broken with a non Silk-Touch tool) can drop Iron Nuggets
		#* Silverfish can drop Iron Nuggets
		"Farmable Iron data pack" = true
		#Enables the following changes to vanilla data pack:
		#* Smelting copper in a furnace takes 2x time
		#* Smelting Iron in a Furnace takes 4x time, and 2x time in a blast furnace
		#* Can no longer smelt gold and Ancient Debris in a Furnace, and 2x in a blast furnace
		"Ore Smelting Data Pack" = true

[Items]
	#Wooden items have a lower chance to break in sunlight.
	"Enable Ecologic Wood" = true
	#Retrieve name tags from name tagged entities.
	"Enable Name tags" = true
	#Less durable items and efficient tools. Items Durability and Efficiency are controlled via json in this feature's folder. Note that removing entries from the json requires a Minecraft Restart
	"Enable Item Stats" = true
	#Make food, items and blocks less stackable. Items and Blocks are disabled by default. Changing stuff might require a Minecraft restart.
	"Enable Stack Sizes" = true

	#Less durable items and efficient tools. Items Durability and Efficiency are controlled via json in this feature's folder. Note that removing entries from the json requires a Minecraft Restart
	[Items."Item Stats"]
		#If set to true items in the 'no_damage_items' and 'no_efficiency_items' will get a tooltip. Items with durability get a durability tooltip. Tools get an efficiency tooltip.
		"More Items Tooltips" = true
		#If set to true items will no longer break, will be left with 1 durability. Items in the iguanatweaksreborn:not_unbreakable tag will break instead.
		"Unbreakable Items" = true
		#If set to true items will no longer break if enchanted. Ignores the iguanatweaksreborn:not_unbreakable item tag.
		"Unbreakable Enchanted Items" = true

	#Make food, items and blocks less stackable. Items and Blocks are disabled by default. Changing stuff might require a Minecraft restart.
	[Items."Stack Sizes"]
		#Food stack sizes will be reduced based off their hunger restored and saturation multiplier. See 'Food Stack Reduction Formula' for the formula
		"Food Stack Reduction" = true
		#The formula to calculate the stack size of a food item. Variables as hunger, saturation_modifier, effectiveness as numbers and fast_food as boolean can be used. This is evaluated with EvalEx https://ezylang.github.io/EvalEx/concepts/parsing_evaluation.html.
		"Food Stack Reduction Formula" = "ROUND((1 - (effectiveness - 1) / 25) * 64 * 0.25, 0)"
		#Stews will stack up to this number. It's overridden by 'foodStackReduction' if enabled. Still affected by black/whitelist
		#Range: 1 ~ 64
		"Stackable Stews" = 1
		#Items max stack sizes (excluding blocks) will be multiplied by this value. Foods will be overridden by 'Food Stack Reduction' or 'Food Stack Multiplier' if are active. Setting to 1 will disable this feature.
		#Range: 0.01 ~ 64.0
		"Item Stack Multiplier" = 1.0
		#All the blocks max stack sizes will be multiplied by this value to increase / decrease them.
		#Range: 0.01 ~ 64.0
		"Block Stack Multiplier" = 1.0

["Hunger & Health"]
	#Makes Health regen work differently, similar to Combat Test snapshots. Can be customized. Hunger related stuff doesn't work (for obvious reasons) if No Hunger feature is enabled
	"Enable Hunger Health Regen" = true
	#Remove hunger and get back to the Beta 1.7.3 days
	"Enable No Hunger" = false
	#Changes to food nourishment and the speed on how food is eaten or how items are consumed. Custom Food Properties are controlled via json in this feature's folder. Removing entries from the json requires a minecraft restart.
	"Enable Foods & Drinks" = true
	#Make the player consume more hunger with different actions. If hunger is disabled, still works for Tiredness.
	"Enable Exhaustion Increase" = true

	#Makes Health regen work differently, similar to Combat Test snapshots. Can be customized. Hunger related stuff doesn't work (for obvious reasons) if No Hunger feature is enabled
	["Hunger & Health"."Hunger Health Regen"]
		#Sets how many ticks between the health regeneration happens (vanilla is 80).
		#Range: > 0
		"Health Regen Speed" = 40
		#Sets how much hunger the player must have to regen health (vanilla is >17).
		#Range: > 0
		"Regen when Hunger Above" = 6
		#Sets how many ticks between starve damage happens (vanilla is 80).
		#Range: > 0
		"Starve Speed" = 640
		#Set how much damage is dealt when starving (vanilla is 1).
		#Range: > 0
		"Starve Damage" = 1
		#The player will start starving at this hunger (Vanilla is 0)
		#Range: 0 ~ 20
		"Starve at Hunger" = 4
		#If below 'Starve at Hunger' player will starve faster.
		"Faster Starving when really hungry" = true
		#Set to true to disable the health regen boost given when max hunger and saturation (false in Vanilla).
		"Disable Saturation Regen Boost" = true
		#Set to true to consume Hunger only (and not saturation) when regenerating health (false for Vanilla).
		"Consume Hunger Only" = true
		#Vanilla consumes 1 saturation or hunger whenever Exhaustion reaches 4.0. You can change that value with this config option. NOTE that Minecraft caps this value to 40.
		#Range: 0.0 ~ 40.0
		"Max Exhaustion" = 4.0
		#If 'Consume Hunger Only' is true then this is the chance to consume an hunger whenever the player is healed (vanilla ignores this; Combat Test has this set to 0.5).
		#Range: 0.0 ~ 1.0
		"Hunger Consumption Chance" = 0.5
		#If enabled, peaceful difficulty no longer heals and fulfills the player
		"Peaceful Hunger & Health" = true
		#When eating you'll get healed by this percentage of (hunger + saturation) restored.
		#Range: 0.0 ~ 1.0
		"Food Heal Multiplier" = 0.0

		["Hunger & Health"."Hunger Health Regen".Respawn]
			#If hunger or saturation were above the values on respawn, they will not be reduced.
			"Only if below" = true

			#Health of respawning players
			["Hunger & Health"."Hunger Health Regen".Respawn.Health]
				#Range: 0.0 ~ 20.0
				"Easy/Peaceful" = 20.0
				#Range: 0.0 ~ 20.0
				Normal = 14.0
				#Range: 0.0 ~ 20.0
				Hard = 8.0

			#Hunger of respawning players
			["Hunger & Health"."Hunger Health Regen".Respawn.Hunger]
				#Range: 0.0 ~ 20.0
				"Easy/Peaceful" = 14.0
				#Range: 0.0 ~ 20.0
				Normal = 10.0
				#Range: 0.0 ~ 20.0
				Hard = 10.0

			#Saturation of respawning players
			["Hunger & Health"."Hunger Health Regen".Respawn.Saturation]
				#Range: 0.0 ~ 20.0
				"Easy/Peaceful" = 10.0
				#Range: 0.0 ~ 20.0
				Normal = 10.0
				#Range: 0.0 ~ 20.0
				Hard = 6.0

	#Remove hunger and get back to the Beta 1.7.3 days
	["Hunger & Health"."No Hunger"]
		#If true, Hunger effect is replaced by Weakness
		"Convert Hunger to Weakness" = true
		#If true, Saturation effect is replaced by Haste
		"Convert Saturation to Haste" = true
		#Make cakes restore 40% missing health
		"Buff cakes" = true
		#(Client Only) If enabled, Foods will show "Snack" when the food instantly heals and "Meal" when the food heals over time. If advanced tooltips are enabled, the food will show how much it restores
		"Food tooltip" = true
		#(Client Only) Armor is rendered in the place of Hunger bar
		"Render armor at Hunger" = true

		["Hunger & Health"."No Hunger"."Passive Health Regen"]
			#If true, Passive Regeneration is enabled
			Enable = false

			#Min represents how many ticks the regeneration of 1 HP takes when health is 100%, Max how many ticks when health is 0%
			["Hunger & Health"."No Hunger"."Passive Health Regen"."Regen Speed"]
				#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
				Minimum = 120.0
				#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
				Maximum = 3600.0

		["Hunger & Health"."No Hunger"."Food Heal"]
			#The formula to calculate the health regenerated when eating a food. Leave empty to disable. Variables as hunger, saturation_modifier, effectiveness as numbers and fast_food as boolean can be used. This is evaluated with EvalEx https://ezylang.github.io/EvalEx/concepts/parsing_evaluation.html.
			"Over Time" = "(hunger^1.37) * 0.5"
			#How much HP does food regen each second? Variables as hunger, saturation_modifier, effectiveness as numbers and fast_food as boolean can be used. This is evaluated with EvalEx https://ezylang.github.io/EvalEx/concepts/parsing_evaluation.html
			"Over time Strength" = "MAX(0.15, 5 * saturation_modifier * (1 / hunger))"
			#The formula to calculate the health restored instantly when eating. Leave empty to disable. To have the same effect as pre-Beta 1.8 food just use "hunger". Variables as hunger, saturation_modifier, effectiveness as numbers and fast_food as boolean can be used. This is evaluated with EvalEx https://ezylang.github.io/EvalEx/concepts/parsing_evaluation.html.
			"Instant Heal" = "(hunger^1.3) * 0.35"
			#Foods below this saturation will instantly heal, foods above this threshold will have overtime heal.
			#Range: 0.0 ~ 1.7976931348623157E308
			"Saturation threshold" = 4.0

		["Hunger & Health"."No Hunger"."Raw food"]
			#If true, raw food will heal by this percentage (this is applied after 'Food Heal.Health Multiplier'). Raw food is defined in the iguanatweaksreborn:raw_food tag
			#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
			"Heal Multiplier" = 1.0

	#Changes to food nourishment and the speed on how food is eaten or how items are consumed. Custom Food Properties are controlled via json in this feature's folder. Removing entries from the json requires a minecraft restart.
	["Hunger & Health"."Foods & Drinks"]
		#Food's hunger restored will be multiplied by this value (rounded up). E.g. With this set to 0.5 a Cooked Pork-chop would restore 4 hunger instead of 8. Setting to 1 will disable this feature.
		#Range: 0.0 ~ 20.0
		"Food Hunger Multiplier" = 1.0
		#Food's saturation restored will be multiplied by this value. Be aware that saturation is a multiplier and not a flat value, it is used to calculate the effective saturation restored when a player eats, and this calculation includes hunger, so by reducing hunger you automatically reduce saturation too. Setting to 1 will disable this feature.
		#This requires a Minecraft Restart.
		#Range: 0.0 ~ 64.0
		"Food Saturation Multiplier" = 1.0
		#Makes potion, milk and honey faster to drink, 1 second instead of 1.6.
		"Faster Drink Consuming" = true
		#Makes the speed for eating food based off the hunger and saturation they provide.
		"Eating Speed Based Off Food Restored" = true
		#The formula to calculate the ticks required to eat a food. Variables as hunger, saturation_modifier, effectiveness as numbers and fast_food as boolean can be used. This is evaluated with EvalEx https://ezylang.github.io/EvalEx/concepts/parsing_evaluation.html. The default formula increases the time to eat exponentially when higher effectiveness.
		"Eating Speed Formula" = "MIN(MAX((IF(fast_food, 16, 32) * effectiveness) * 0.075, IF(fast_food, 15, 20)), 75)"
		#If true, eating/drinking stops when the player's hit.
		"Stop consuming on hit" = true
		#Raw food has this chance to poison the player. Raw food is defined in the iguanatweaksreborn:raw_food tag
		#Range: 0.0 ~ 1.0
		"Raw food Poison Chance" = 0.7
		#Food can no longer be smelted in furnaces and change smokers recipe to require Mithril ingot.
		#This also enables a change to the smelt_item_function in loot tables to use smoker recipes instead of furnaces (otherwise, mobs wouldn't drop cooked food). Might have unintended side effects.
		"No Furnace food and smoker recipe" = true

	#Make the player consume more hunger with different actions. If hunger is disabled, still works for Tiredness.
	["Hunger & Health"."Exhaustion Increase"]
		#When you break a block you'll get exhaustion equal to the block hardness multiplied by this value. Setting this to 0 will default to the vanilla exhaustion (0.005). (It's not affected by the Global Hardness Features)
		#Range: 0.0 ~ 128.0
		"Block Break Exhaustion Multiplier" = 0.0
		#When breaking block you'll get exhaustion every tick during the breaking.
		#Range: 0.0 ~ 128.0
		"Exhaustion per tick when breaking a block" = 0.005
		#Every second the player will get this exhaustion.
		#Range: 0.0 ~ 128.0
		"Passive Exhaustion" = 0.005
		#When affected by the hunger effect ANY action will give you 100% more exhaustion per level.
		"Effective Hunger" = true

[Farming]
	#Slower Hoes and more fragile. Hoes Properties are controlled via json in this feature's folder
	"Enable Hoes" = true
	#Slower Plants (non-crops) growing. Plants properties are controlled via json in this feature's folder
	"Enable Plants Growth" = true
	#Crops tweaks and less yield from crops
	"Enable Crops" = true
	#Increase uses for bone meal and nerf its use on some plants
	"Enable Bone meal" = true
	#Slower breeding, Growing, Egging and Milking. Lower yield.
	"Enable Livestock" = true

	#Slower Hoes and more fragile. Hoes Properties are controlled via json in this feature's folder
	[Farming.Hoes]
		#Range: > 1
		"Durability used on till" = 4
		"Trigger only for farmland" = true

	#Slower Plants (non-crops) growing. Plants properties are controlled via json in this feature's folder
	[Farming."Plants Growth"]
		"Huge mushrooms on Mycelium only" = true
		#If != 1, cave vines will grow this slower above sea level or if they can see the sky light
		#Range: 0.0 ~ 1.7976931348623157E308
		"Cave vines underground" = 3.0
		#If true, a data pack is enabled that changes the growth of plants based off various factors, such as sunlight and biome
		"Plant growth multipliers data pack" = true

	#Crops tweaks and less yield from crops
	[Farming.Crops]
		#Set if crops require wet farmland to grow.
		#Valid Values:
		#NO: Crops will not require water to grow
		#BONE_MEAL_ONLY: Crops will grow on dry farmland by only using bone meal
		#ANY_CASE: Will make Crops not grow in any case when on dry farmland
		#Allowed Values: NO, BONE_MEAL_ONLY, ANY_CASE
		"Crops Require Water" = "ANY_CASE"
		#Radius where water hydrates farmland, vanilla is 4.
		#Range: > 1
		"Water Hydration Radius" = 2
		#If the hardness should be applied to mature crops only.
		"Only fully grown" = true
		#	Makes potatoes and carrots not plantable and also enables a data pack that makes the following changes:
		#	* Makes all vanilla crops drop only one seed (and makes carrots and potatoes drop the new seed item)
		#	* Makes melon seeds and pumpkin seeds harder to obtain
		#	* Removes carrots and potato drops from zombies
		#	* Removes wheat seeds from tall grass
		#	* Makes wild crops generate in the world
		#
		"Crops data pack" = true

	#Increase uses for bone meal and nerf its use on some plants
	[Farming."Bone meal"]
		#Bone meal used on Farmland (or shift right clicked on crops) transforms it into Rich Farmland.
		"Rich Farmland" = true
		#How many extra random ticks does Rich Farmland give to the crop sitting on top?
		#Range: > 1
		"Rich Farmland Extra Ticks" = 3
		#Chance for a Rich farmland to decay back to farmland
		#Range: 0.0 ~ 1.0
		"Rich Farmland Chance to Decay" = 0.4
		"Compostable Rotten Flesh" = true
		#Chance for a bone meal to fail to grow something. Empty this string to disable. Accepts a list of seasons and chances separated by a ;
		"Season fail chance" = "WINTER,0.65"
		#If true, you can bone meal dirt that's near a grass block to get grass block.
		"Bone meal dirt to grass" = true
		"Bone meal canes and cactus" = true

		#How many stages will bone meal make stuff grow?
		[Farming."Bone meal"."Stage growth"]
			#Range: 0.0 ~ 25.0
			Minimum = 1.0
			#Range: 0.0 ~ 25.0
			Maximum = 1.0

	#Slower breeding, Growing, Egging and Milking. Lower yield.
	[Farming.Livestock]
		#Changes the chance for a chicken to come out from an egg (1 in this value). Vanilla is 8
		#Range: > -2147483648
		"Chicken from egg chance" = 8
		#Enables a data pack that changes food drops and slows down growing, breeding, egging etc
		"Data Pack" = true
		#If not 0, chickens will no longer breed, instead when fed will make eggs twice as fast for the seconds set here.
		#Range: > -2147483648
		"Faster egg time" = 900
		#Seconds until you can milk cows (or stew mooshrooms)
		#Range: > -2147483648
		"Milk Cooldown" = 1200

[Experience]
	#Changes the experience lost on death and xp per level required.
	"Enable Player Experience" = false
	#Changes to some enchantments related stuff.
	"Enable Enchantments" = true
	#Various changes to experience. You can also use the iguanatweaks:disableExperience game rule to disable experience drops and experience bar.
	"Enable Experience" = false
	#Better repair, free rename and merge. With this feature enabled, EMI's repairs and enchanting in anvil recipes are removed.
	"Enable Anvils" = false

	#Changes the experience lost on death and xp per level required.
	[Experience."Player Experience"]
		#The experience required to level up is calculated by this formula. The variable available is 'current_level'
		#Set to empty to disable.
		#Incompatible with Allurement's 'Remove level Scaling' or any other mod that does something similar
		"Level Scaling Formula" = ""
		#On death, players will drop this percentage of experience instead of max 7 levels. Setting to -1 will disable this.
		#Due to Minecraft limitations this is incompatible with other mods that change the level scaling (e.g. Allurement's 'Remove level Scaling').
		#Range: -1.0 ~ 1.0
		"Dropped Experience on Death" = 0.8
		#Players will pick up experience faster
		"Pickup XP Faster" = true

	#Changes to some enchantments related stuff.
	[Experience.Enchantments]
		#Infinity can go up to level 4. Each level makes an arrow have only 1 in level+1 chance to consume. E.g. with Infinity 4 there's 1 in 5 chance to consume the arrow, and 4 in 5 to not consume it.
		"Infinity overhaul" = true
		#Unbreaking max level is now 5 but "bonus durability" is reduced
		"Less unbreakable unbreaking" = false
		#Thorns is no longer compatible with other protections, but deals damage every time (higher levels deal more damage) and no longer damages items.
		"Small Thorns Overhaul" = true
		#Mending only makes the tool repair by one durability every 2 xp instead of 2 durability/1 xp.
		"Mending Nerf" = true
		#Respiration decreases air consumption by 50% per level instead of 100%.
		"Respiration Nerf" = false
		#Change the efficiency formula from tool_efficiency+(lvl*lvl+1) to tool_efficiency * (1 + (0.5*lvl))
		"Better Efficiency Formula" = true
		#The ore_drops formula is changed to 30%/60%/90%/... drop increase from 25%/75%/125%/...
		"Nerf fortune" = true
		#Set arrow's damage increase with the Power enchantment (vanilla is 0.5). If set to a value != 0.5 the flat 0.5 bonus is also removed. Set to 0.5 to disable.
		#Range: 0.0 ~ 2.0
		"Power Enchantment Damage" = 0.4
		"Prevent farmland trampling with Feather Falling" = true
		#If true, vanilla protection enchantments are replaced with mod's ones. To re-enable vanilla enchantments refer to `disabled_enchantments.json`.
		#Protection has only one level, protects 6% per level and is treasure. Other protections work the same except for projectile that reduces the sight range of mobs by 2% per level. Feather falling protects for 16% per level instead of 12% + 1 per level.
		"Replace protection enchantments" = false
		#If true, vanilla damaging enchantments (such as smite or sharpness) are replaced with mod's ones. To re-enable vanilla enchantments refer to `disabled_enchantments.json`.
		#Changes to damaging enchantments:
		#Enchantments deal bonus damage based off the item's attack damage. So Sharpness on a Sword adds less damage than Sharpness on an Axe.
		#Sharpness deals +0.75 damage per level
		#Smite deals +1.25 damage per level to undead
		#Bane of Arthropods has been replaced with Bane of SSSSS that deals +1.25 damage per level to arthropods and creepers and applies slowness
		"Replace damaging enchantments" = false
		#If true, vanilla looting, fortune and Luck of the Sea enchantments are replaced with a single one: Luck. To re-enable vanilla enchantments refer to `disabled_enchantments.json`.
		"Replace looting, fortune and LotS enchantments" = false
		#If true and shift it pressed, items will show enchantment info below the enchantments
		"Enchantments info" = false

	#Various changes to experience. You can also use the iguanatweaks:disableExperience game rule to disable experience drops and experience bar.
	[Experience.Experience]
		#Experience dropped will be multiplied by this value.
		#Use the iguanatweaks:disableExperience game rule to disable experience drops.
		#Range: 1.0 ~ 128.0
		"Global Experience Multiplier" = 1.0
		#Experience dropped by blocks (Ores and Spawners) will be multiplied by this multiplier. Experience dropped by blocks are still affected by 'Global Experience Multiplier'
		#Can be set to 0 to make blocks drop no experience
		#Range: 0.0 ~ 128.0
		"Experience from Blocks Multiplier" = 1.0
		#Experience dropped from mobs that come from spawners will be multiplied by this multiplier.
		#Experience dropped by mobs from spawners are still affected by 'Global Experience Multiplier'
		#Can be set to 0 to disable experience drop from mob that come from spawners.
		#Range: 0.0 ~ 128.0
		"Mobs from Spawners Multiplier" = 0.5
		#Experience dropped from mobs that DON'T come from spawners will be multiplied by this multiplier.
		#Experience dropped from mobs that DON'T come from spawners is still affected by 'Global Experience Multiplier'
		#Can be set to 0 to disable experience drop from mob that DON'T come from spawners.
		#Range: 0.0 ~ 128.0
		"Natural Mobs Multiplier" = 1.0
		#Vanilla mobs drop 1~4 xp per equipment they have.
		#Range: > 0
		"Bonus experience per equipment" = 2
		#This is added to 'Bonus experience per equipment'.
		#Range: > 0
		"Bonus experience per enchanted equipment" = 2
		#Bottle o' enchanting will drop this more XP. Experience is still affected by 'Global Experience Multiplier'
		#Can be set to 0 to make Bottle o' enchanting drop no bonus experience
		#Range: 0 ~ 512
		"Bottle o' Enchanting Bonus XP" = 35

	#Better repair, free rename and merge. With this feature enabled, EMI's repairs and enchanting in anvil recipes are removed.
	[Experience.Anvils]
		#Set the cap for repairing items in the anvil (vanilla is 40)
		#Range: > 0
		"Anvil Repair Cap" = 1024
		#Removes cost of renaming items in Anvil
		"Remove rename cost" = true
		"Merging cost is based off result" = true
		#Vanilla is 12%
		#Range: 0 ~ 100
		"Merging Repair bonus" = 15
		#Repairing items in an anvil doesn't cost xp
		"No vanilla xp repair cost" = true
		#XP cost when repairing an item in an anvil is based of the levels of the enchantments. This is not affected by 'Repair cost multiplier'
		"Different xp repair cost" = false
		#Repairing items in an anvil costs more materials if the item is enchanted. This is the percentage increase for each level of enchantment on the item
		#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
		"Increase materials required with enchantments" = 0.05
		#Repairing items in an anvil costs more materials if the item is enchanted. This is the flat increase for each level of enchantment on the item
		#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
		"Increase materials required with enchantments (Flat)" = 0.5
		#Repairing items in an anvil with another item will repair it less if the item is enchanted (this value is the percentage applied to the right item durability). This also prevents the 'Merging Repair bonus'
		#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
		"Reduced repair with other item if enchanted" = 0.5
		#Multiplier for the levels required to repair or merge an item.
		#Range: 0.0 ~ 1.7976931348623157E308
		"Repair cost multiplier" = 1.0
		#Chance for an anvil to become chipped/damaged/break. Vanilla is 12%
		#Range: 0.0 ~ 1.7976931348623157E308
		"Break chance" = 0.075
		#If true, anvils don't wear down when only used for renaming
		"No break on renaming" = true
		"Fix anvils with Iron Blocks" = true

		[Experience.Anvils."Enchantments cost by rarity"]
			#Vanilla: 1
			#Range: > 0
			Common = 1
			#Vanilla: 2
			#Range: > 0
			Uncommon = 2
			#Vanilla: 4
			#Range: > 0
			Rare = 3
			#Vanilla: 8
			#Range: > 0
			"Very Rare" = 6

[Combat]
	#Adds a new attribute that deals bonus damage that bypasses armor
	"Enable Piercing damage" = false
	#Rework critical hits to be a chance to happen instead of damage on jump
	"Enable Critical Hits" = false
	#Adds a new attribute to add regenerating absorption hearts to the player.
	"Enable Regenerating Absorption" = true
	#Change armor and toughness formula
	"Enable Armor Rework" = false
	"Enable Snowballs" = true
	#Players be left with half a heart when too much damage that would kill them is dealt (only works for damage taken from mobs)
	"Enable Unfair one-shots" = true
	#Various changes from weapons damage to armor reduction
	"Enable Misc Stats" = true
	#Armor gives regenerating absorption and regen absorption speed instead of armor and toughness
	"Enable Absorption Armor" = false
	#Player will deal reduced knockback if attacking with a non-weapon or spamming.
	"Enable Knockback" = false
	#Less invincibility frames and none with arrows.
	"Enable Attack invincibility" = false
	#Players are able to hit mobs through no collision blocks like grass or torches.
	"Enable Swing Through Grass" = true

	#Rework critical hits to be a chance to happen instead of damage on jump
	[Combat."Critical Hits"]
		#If set >= 0 critical hits are no longer dealt, have a random chance to happen.
		#Range: -1.0 ~ 1.0
		Chance = 0.05
		#Chance increase per level of Critical enchantment.
		#Range: -1.0 ~ 1.0
		"Enchantment Chance" = 0.1
		#Critical multiplier increase per level of Critical enchantment. This only applies if chance based crit is enabled, otherwise critical doubles the crit multiplier.
		#Range: -1.0 ~ 1.0
		"Enchantment Bonus" = 0.3
		#How much damage a critical hit does. Vanilla is 1.5
		#Range: 0.0 ~ 1.7976931348623157E308
		"Damage multiplier" = 1.5

	#Adds a new attribute to add regenerating absorption hearts to the player.
	[Combat."Regenerating Absorption"]
		#Ticks that must pass from the last hit to regen absorption hearts. This is affected by regenerating absorption speed (absorp regen speed * this)
		#Range: > 0
		"Un-damaged time to regen" = 150
		#Min Un-damaged time to regen
		#Range: > 0
		"Un-damaged time to regen cap" = 60
		#The amount of regenerating absorption hearts cannot go over the entity's current health.
		"Cap to health" = true
		#How fast will absorption hearts decay when higher than the current maximum.
		#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
		"Decay Speed" = 0.1
		#If true, absorption hearts will not shield from damages in the bypasses_armor damage type tag.
		"Absorbing bypasses_armor damage only" = true
		#If true, a sound is played when the absorption is damaged.
		"Sound on absorption hurt" = true
		#(Client only) If true, regenerating absorption hearts are rendered on the right instead on top of hearts.
		"Render on the right" = false

	#Change armor and toughness formula
	[Combat."Armor Rework"]
		#Vanilla formula is 'damage * (1 - ((MIN(20, MAX(armor / 5, armor - ((4 * damage) / (toughness + 8)))))) / 25))'
		"Damage Reduction formula" = "damage * (1 - 2.1 * (armor / (armor + 50)))"

	[Combat.Snowballs]
		#Snowballs deal this amount of damage.
		#Range: 0.0 ~ 100.0
		Damage = 0.5
		#Snowballs fill freeze entities for this amount of ticks.
		#Range: > 0
		"Freezing Ticks" = 20
		#If true, freezing stacks each hit.
		"Freezing Stacks" = true

	#Players be left with half a heart when too much damage that would kill them is dealt (only works for damage taken from mobs)
	[Combat."Unfair one-shots"]
		#If true, a resistance effect is given to players on activation
		Resistance = true

	#Various changes from weapons damage to armor reduction
	[Combat."Misc Stats"]
		#Adds this to players' attack range
		#Range: -4.0 ~ 4.0
		"Player attack range modifier" = 0.0
		#In vanilla, if you attack as soon as you just attacked you already deal 20% of the full damage. This changes that to 0%.
		"Player no damage when spamming" = false
		#Reduces movement speed for players by this percentage.
		#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
		"Players movement speed reduction" = 0.0
		#If true, Arrows from Bows and Crossbows will no longer deal more damage when fully charged.
		"Disable Critical Arrows bonus damage" = false
		#If true, arrows will deal float damage instead of being rounded up.
		"Decimal arrow's damage" = true
		#Multiplies arrow's damage by this value. (this doesn't affect mobs arrows)
		#Range: 0.0 ~ 10.0
		"Arrows Damage Multiplier" = 0.2
		#Speed at which arrows are shot from crossbows. Vanilla is 3.15
		#Range: 0.0 ~ 10.0
		"Crossbow velocity" = 3.5
		#Vanilla tooltips on gear don't sum up multiple modifiers (e.g. a sword would have "4 Attack Damage" and "-2 Attack Damage" instead of "2 Attack Damage". This might break other mods messing with these Tooltips (e.g. Quark's improved tooltips)
		"Fix tooltips" = false
		#Changes Strength and Weakness +/-3 damage per level to +/-20% damage per level. (Requires a Minecraft restart)
		"Better strength and weakness" = true
		#Changes Mining fatigue and haste to no longer affects attack speed. (Requires a Minecraft restart)
		"Better haste/mining fatigue" = false
		#Changes Healing potions to work like pre 1.6.1 by healing 3 health per level
		"Better healing potion" = false
		#If enabled, tools will not take 2 damage when used to hurt entities
		"1 damage for tools attacking" = false
		#Enables a data pack that rebalances all the items, from armor to efficiency to weapons. Also changes some item stacks.
		"Item Stats Data Pack" = false
		#Makes swords do sweep attack even if not on ground and if did crit
		"Better sweeping" = false

	#Player will deal reduced knockback if attacking with a non-weapon or spamming.
	[Combat.Knockback]
		#Range: 0.0 ~ 1.7976931348623157E308
		"Shovels damage to knockback ratio" = 0.4

		[Combat.Knockback."No Weapon Penalty"]
			#If true the player will deal reduced knockback when not using an item that doesn't have the attack damage attribute.
			Enabled = true
			#Percentage knockback dealt when conditions are met.
			#Range: 0.0 ~ 1.0
			"Knockback reduction" = 0.35

	#Less invincibility frames and none with arrows.
	[Combat."Attack invincibility"]
		#If true less invincibility frames are applied to mobs only if using an item with attack speed modifier
		"Invincibility frames based off attack speed" = true
		#If true, a data pack is enabled that makes Arrows and magic damage ignore invincibility frames.
		"Arrows and magic ignore invincibility frames" = true

