
[general]
	"Enable 'q' Button" = false
	"'q' Button on the Right" = false
	"Disable Q Menu Effects" = true
	#Disable this to turn off the quark system that makes features turn off when specified mods with the same content are loaded
	"Use Anti Overlap" = true
	#Quark replaces the Piston logic to allow for its piston features to work. If you're having troubles, try turning this off.
	"Use Piston Logic Replacement" = true
	#Allowed values: (0,)
	"Piston Push Limit" = 12
	#How many advancements deep you can see in the advancement screen. Vanilla is 2.
	#Allowed values: (0,)
	"Advancement Visibility Depth" = 2
	#Blocks that Quark should treat as Shulker Boxes.
	"Shulker Boxes" = ["minecraft:white_shulker_box", "minecraft:orange_shulker_box", "minecraft:magenta_shulker_box", "minecraft:light_blue_shulker_box", "minecraft:yellow_shulker_box", "minecraft:lime_shulker_box", "minecraft:pink_shulker_box", "minecraft:gray_shulker_box", "minecraft:light_gray_shulker_box", "minecraft:cyan_shulker_box", "minecraft:purple_shulker_box", "minecraft:blue_shulker_box", "minecraft:brown_shulker_box", "minecraft:green_shulker_box", "minecraft:red_shulker_box", "minecraft:black_shulker_box"]
	#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
	"Enable Onboarding" = true
	#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
	"Suppressed Info" = []

[categories]
	Automation = true
	Building = true
	Management = true
	Tools = true
	Tweaks = true
	World = true
	Mobs = false
	Client = true
	Experimental = false
	Oddities = false

[automation]
	Chute = true
	"Obsidian Plate" = true
	"Feeding Trough" = true
	"Chains Connect Blocks" = true
	"Dispensers Place Blocks" = true
	"Redstone Randomizer" = true
	"Metal Buttons" = true
	"Ender Watcher" = true
	Gravisand = true
	"Iron Rod" = true
	"Pistons Move Tile Entities" = true
	"Jukebox Automation" = true

	[automation.feeding_trough]
		#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.
		"Enable Trough Caching" = true

	[automation.dispensers_place_blocks]
		Blacklist = ["minecraft:water", "minecraft:lava", "minecraft:fire"]
		#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

	[automation.metal_buttons]
		"Enable Iron" = true
		"Enable Gold" = true

	[automation.iron_rod]
		"Use Pre End Recipe" = false

	[automation.pistons_move_tile_entities]
		"Enable Chests Moving Together" = true
		"Render Blacklist" = ["psi:programmer", "botania:starfield"]
		"Movement Blacklist" = ["minecraft:spawner", "integrateddynamics:cable", "randomthings:blockbreaker", "minecraft:ender_chest", "minecraft:enchanting_table", "minecraft:trapped_chest", "quark:spruce_trapped_chest", "quark:birch_trapped_chest", "quark:jungle_trapped_chest", "quark:acacia_trapped_chest", "quark:dark_oak_trapped_chest", "endergetic:bolloom_bud"]
		"Delayed Update List" = ["minecraft:dispenser", "minecraft:dropper"]

[building]
	"Gold Bars" = true
	"Variant Chests" = true
	"Vertical Planks" = true
	"Variant Ladders" = true
	"Bamboo Backport" = true
	"Framed Glass" = true
	"Variant Furnaces" = true
	"More Potted Plants" = true
	"Sturdy Stone" = true
	"Leaf Carpet" = true
	"Vertical Slabs" = true
	"Nether Brick Fence Gate" = true
	"Compressed Blocks" = true
	"Soul Sandstone" = true
	Stools = true
	"Duskbound Blocks" = true
	"Japanese Palette" = true
	"Shear Vines" = true
	"Rainbow Lamps" = true
	"Raw Metal Bricks" = true
	Shingles = true
	"Industrial Palette" = true
	"Celebratory Lamps" = true
	Rope = true
	Grate = true
	"More Stone Variants" = true
	"More Mud Blocks" = true
	"Hollow Logs" = true
	"Variant Bookshelves" = true
	"Glass Item Frame" = true
	Hedges = true
	Thatch = true
	"More Brick Types" = true
	"Wooden Posts" = true
	Midori = true

	[building.gold_bars]
		"Generate In Nether Fortress" = true

	[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.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.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.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_slabs]
		#Should Walls and Panes attempt to connect to the side of Vertical Slabs?
		"Allow Side Connections" = 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.japanese_palette]
		"Enable Paper Blocks" = true
		"Enable Bamboo Mats" = 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.industrial_palette]
		"Enable Iron Plates" = true
		"Enable Iron Ladder" = true

	[building.celebratory_lamps]
		"Light Level" = 15

	[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.more_stone_variants]
		"Enable Bricks" = true
		"Enable Chiseled Bricks" = true
		"Enable Pillar" = true

	[building.hollow_logs]
		"Enable Auto Crawl" = 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.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.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_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

[management]
	"Easy Transfering" = true
	"Inventory Sorting" = true
	"Automatic Tool Restock" = true
	"Item Sharing" = true
	"Expanded Item Interactions" = true
	"Quick Armor Swapping" = true
	"Hotbar Changer" = true

	[management.easy_transfering]
		"Enable Shift Lock" = true

	[management.inventory_sorting]
		"Enable Player Inventory" = true
		"Enable Player Inventory In Chests" = true
		"Enable Chests" = true
		#Play a click when sorting inventories using keybindings
		"Satisfying Click" = 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
		"Important Enchantments" = ["minecraft:silk_touch", "minecraft:fortune", "minecraft:infinity", "minecraft:luck_of_the_sea", "minecraft:looting"]
		#Enable replacing your tools with tools of the same type but not the same item
		"Enable Loose Matching" = true
		#Enable comparing enchantments to find a replacement
		"Enable Enchant Matching" = true
		#Allow pulling items from one hotbar slot to another
		"Check Hotbar" = false
		"Unstackables Only" = false
		#Any items you place in this list will be ignored by the restock feature
		"Ignored Items" = ["botania:exchange_rod", "botania:dirt_rod", "botania:skydirt_rod", "botania:cobble_rod"]

	[management.item_sharing]
		"Render Items In Chat" = true

	[management.expanded_item_interactions]
		"Enable Armor Interaction" = true
		"Enable Shulker Box Interaction" = true
		"Enable Lava Interaction" = true
		"Allow Opening Shulker Boxes" = true
		"Allow Rotating Bundles" = true

	[management.quick_armor_swapping]
		"Swap Off Hand" = true

[tools]
	Trowel = true
	"Slime In A Bucket" = true
	"Endermosh Music Disc" = true
	"Ancient Tomes" = true
	"Pathfinder Maps" = true
	"Skull Pikes" = true
	"Seed Pouch" = true
	"Ambient Discs" = true
	"Beacon Redirection" = true
	"Bundle Recipe" = true
	"Color Runes" = true
	"Parrot Eggs" = true
	"Bottled Cloud" = true
	Pickarang = true
	Abacus = true
	"Torch Arrow" = 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.endermosh_music_disc]
		"Play Endermosh During Enderdragon Fight" = false
		"Add To End City Loot" = true
		"Loot Weight" = 5
		"Loot Quality" = 1

	[tools.ancient_tomes]
		#Format is lootTable,weight. i.e. "minecraft:chests/stronghold_library,30"
		"Loot Tables" = ["minecraft:chests/stronghold_library,30", "minecraft:chests/simple_dungeon,20", "minecraft:chests/bastion_treasure,25", "minecraft:chests/woodland_mansion,15", "minecraft:chests/nether_bridge,0", "minecraft:chests/underwater_ruin_big,0", "minecraft:chests/underwater_ruin_small,0", "minecraft:chests/ancient_city,4", "quark:misc/monster_box,5"]
		"Item Quality" = 2
		"Normal Upgrade Cost" = 10
		"Limit Break Upgrade Cost" = 30
		"Valid Enchantments" = ["minecraft:feather_falling", "minecraft:thorns", "minecraft:sharpness", "minecraft:smite", "minecraft:bane_of_arthropods", "minecraft:knockback", "minecraft:fire_aspect", "minecraft:looting", "minecraft:sweeping", "minecraft:efficiency", "minecraft:unbreaking", "minecraft:fortune", "minecraft:power", "minecraft:punch", "minecraft:luck_of_the_sea", "minecraft:lure", "minecraft:loyalty", "minecraft:riptide", "minecraft:impaling", "minecraft:piercing"]
		"Overleveled Books Glow Rainbow" = true
		#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.pathfinder_maps]
		#In this section you can add custom Pathfinder Maps. This works for both vanilla and modded biomes.
		#Each custom map must be on its own line.
		#The format for a custom map is as follows:
		#<id>,<level>,<min_price>,<max_price>,<color>,<name>
		#
		#With the following descriptions:
		# - <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.skull_pikes]
		"Pike Range" = 5.0

	[tools.seed_pouch]
		"Max Items" = 640
		"Show All Variants In Creative" = true
		"Shift Range" = 3

	[tools.ambient_discs]
		"Drop On Spider Kill" = true
		Volume = 3.0

	[tools.beacon_redirection]
		"Horizontal Move Limit" = 64
		"Allow Tinted Glass Transparency" = true

	[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.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.bottled_cloud]
		"Cloud Level Bottom" = 191
		"Cloud Level Top" = 196

	[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.abacus]

		[tools.abacus.highlight_color]
			A = 0.4
			R = 0.0
			G = 0.0
			B = 0.0

	[tools.torch_arrow]
		"Extinguish On Miss" = false

[tweaks]
	"Compasses Work Everywhere" = true
	"Replace Scaffolding" = true
	"Sponge On Water Placement" = true
	"Simple Harvest" = true
	"Better Elytra Rocket" = true
	"Zombie Villagers On Normal" = true
	"Lock Rotation" = true
	"Glass Shard" = true
	"Automatic Recipe Unlock" = true
	"Reacharound Placing" = true
	"Villagers Follow Emeralds" = true
	"Snow Golem Player Heads" = true
	"Vexes Die With Their Masters" = true
	"Renewable Spore Blossoms" = true
	"Safer Creatures" = true
	"Utility Recipes" = true
	"More Note Block Sounds" = true
	"Pig Litters" = true
	"Horses Swim" = true
	"Armed Armor Stands" = true
	"Dragon Scales" = true
	"Sign Editing" = true
	"Enhanced Ladders" = true
	"Double Door Opening" = true
	"Sponges Better" = true
	"Campfires Boost Elytra" = true
	"Slabs To Blocks" = true
	"Coral On Cactus" = true
	"Poison Potato Usage" = true
	"Dyeable Item Frames" = true
	"Hoe Harvesting" = true
	"Diamond Repair" = true
	"More Banner Layers" = true
	"Pat The Dogs" = true
	"No Durability On Cosmetics" = true
	"Slimes To Magma Cubes" = true
	Emotes = true
	"Grab Chickens" = true
	"Gold Tools Have Fortune" = true
	"Shulker Packing" = true
	"Map Washing" = true

	[tweaks.compasses_work_everywhere]
		"Enable Compass Nerf" = true
		"Enable Clock Nerf" = true
		"Enable Nether" = true
		"Enable End" = true

	[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.simple_harvest]
		#Can players harvest crops with empty hand clicks?
		"Empty Hand Harvest" = true
		#Does harvesting crops with a hoe cost durability?
		"Harvesting Costs Durability" = false
		#Should Quark look for (nonvanilla) crops, and handle them?
		"Do Harvesting Search" = true
		#Should villagers use simple harvest instead of breaking crops?
		"Villagers Use Simple Harvest" = true
		#Which crops can be harvested?
		#Format is: "harvestState[,afterHarvest]", i.e. "minecraft:wheat[age=7]" or "minecraft:cocoa[age=2,facing=north],minecraft:cocoa[age=0,facing=north]"
		"Harvestable Blocks" = ["minecraft:wheat[age=7]", "minecraft:carrots[age=7]", "minecraft:potatoes[age=7]", "minecraft:beetroots[age=3]", "minecraft:nether_wart[age=3]", "minecraft:cocoa[age=2,facing=north],minecraft:cocoa[age=0,facing=north]", "minecraft:cocoa[age=2,facing=south],minecraft:cocoa[age=0,facing=south]", "minecraft:cocoa[age=2,facing=east],minecraft:cocoa[age=0,facing=east]", "minecraft:cocoa[age=2,facing=west],minecraft:cocoa[age=0,facing=west]"]
		#Which blocks should right click harvesting simulate a click on instead of breaking?
		#This is for blocks like sweet berry bushes, which have right click harvesting built in.
		"Right Clickable Blocks" = ["minecraft:sweet_berry_bush", "minecraft:cave_vines"]

	[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.reacharound_placing]
		#Allowed values: [0,1]
		Leniency = 0.5
		Whitelist = []
		Blacklist = []
		Display = "[  ]"
		"Display Horizontal" = "<  >"

		[tweaks.reacharound_placing.color]
			R = 1.0
			G = 1.0
			B = 1.0

	[tweaks.renewable_spore_blossoms]
		"Bone Meal Chance" = 0.2

	[tweaks.safer_creatures]
		#How many blocks should be subtracted from the rabbit fall height when calculating fall damage. 5 is the same value as vanilla frogs
		"Height Reduction" = 5.0
		"Enable Slime Fall Damage Removal" = 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.more_note_block_sounds]
		"Enable Skull Sounds" = true
		"Enable Amethyst Sound" = true

	[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.sign_editing]
		"Requires Empty Hand" = false

	[tweaks.enhanced_ladders]
		#Allowed values: (,0]
		"Fall Speed" = -0.2
		"Allow Freestanding" = true
		"Allow Dropping Down" = true
		"Allow Sliding" = true
		"Allow Inventory Sneak" = true

	[tweaks.double_door_opening]
		#This feature disables itself if any of the following mods are loaded: 
		# - utilitix
		#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
		"Enable Doors" = true
		"Enable Fence Gates" = true

	[tweaks.sponges_better]
		#The maximum number of water tiles that a sponge can soak up. Vanilla default is 64.
		#Allowed values: [64,)
		"Maximum Water Drain" = 256
		#The maximum number of water tiles that a sponge can 'crawl along' for draining. Vanilla default is 6.
		#Allowed values: [6,)
		"Maximum Crawl Distance" = 10

	[tweaks.campfires_boost_elytra]
		"Boost Strength" = 0.5
		"Max Speed" = 1.0

	[tweaks.poison_potato_usage]
		Chance = 0.1
		"Poison Effect" = true

	[tweaks.hoe_harvesting]
		#Allowed values: [1,5]
		"Regular Hoe Radius" = 2
		#Allowed values: [1,5]
		"High Tier Hoe Radius" = 3

	[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.
		"Repair Item Changes" = ["minecraft:netherite_sword=minecraft:diamond", "minecraft:netherite_pickaxe=minecraft:diamond", "minecraft:netherite_axe=minecraft:diamond", "minecraft:netherite_shovel=minecraft:diamond", "minecraft:netherite_hoe=minecraft:diamond", "minecraft:netherite_helmet=minecraft:diamond", "minecraft:netherite_chestplate=minecraft:diamond", "minecraft:netherite_leggings=minecraft:diamond", "minecraft:netherite_boots=minecraft:diamond"]
		"Unrepairable Items" = []
		"Enable Jei Hints" = true

	[tweaks.more_banner_layers]
		#Allowed values: [1,16]
		"Layer Limit" = 16

	[tweaks.pat_the_dogs]
		#How many ticks it takes for a dog to want affection after being pet/tamed; leave -1 to disable
		"Dogs Want Love" = -1
		#Whether you can pet all mobs
		"Pet All Mobs" = false
		#If `petAllMobs` is set, these mobs still can't be pet
		"Pettable Denylist" = ["minecraft:ender_dragon", "minecraft:wither", "minecraft:armor_stand"]
		#Even if `petAllMobs` is not set, these mobs can be pet
		"Pettable Allowlist" = []

	[tweaks.no_durability_on_cosmetics]
		#Allow applying cosmetic items such as color runes with no anvil durability usage? Cosmetic items are defined in the quark:cosmetic_anvil_items tag
		"Allow Cosmetic Items" = true

	[tweaks.emotes]
		#The enabled default emotes. Remove from this list to disable them. You can also re-order them, if you feel like it.
		"Enabled Emotes" = ["no", "yes", "wave", "salute", "cheer", "clap", "think", "point", "shrug", "headbang", "weep", "facepalm"]
		#The list of Custom Emotes to be loaded.
		#Watch the tutorial on Custom Emotes to learn how to make your own: https://youtu.be/ourHUkan6aQ
		"Custom Emotes" = []
		#Enable this to make custom emotes read the file every time they're triggered so you can edit on the fly.
		#DO NOT ship enabled this in a modpack, please.
		"Custom Emote Debug" = false
		"Button Shift X" = 0
		"Button Shift Y" = 0

	[tweaks.grab_chickens]
		"Needs No Helmet" = true
		#Set to 0 to disable
		"Slowness Level" = 1

	[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.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.
		"Ignore Anti Overlap" = false

[world]
	Corundum = true
	"Nether Obsidian Spikes" = false
	"Ancient Wood" = false
	"Monster Box" = true
	"New Stone Types" = false
	Permafrost = false
	"Big Stone Clusters" = true
	"No More Lava Pockets" = false
	"Glimmering Weald" = true
	"Blossom Trees" = false
	"Spiral Spires" = true
	"Chorus Vegetation" = true
	"Fairy Rings" = false
	"Azalea Wood" = 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.
		"Cave Crystal Growth Chance" = 5
		"Crystals Craft Runes" = true
		"Enable Collateral Movement" = true

		[world.corundum.generation_settings]
			#Allowed values: [0,)
			Rarity = 400
			"Min Y Level" = 0
			"Max Y Level" = 64
			#Allowed values: [0,)
			"Horizontal Size" = 72
			#Allowed values: [0,)
			"Vertical Size" = 20
			#Allowed values: [0,)
			"Horizontal Variation" = 22
			#Allowed values: [0,)
			"Vertical Variation" = 4

			[world.corundum.generation_settings.dimensions]
				"Is Blacklist" = false
				Dimensions = ["minecraft:overworld"]

			[world.corundum.generation_settings.biomes]
				"Biome Tags" = ["minecraft:is_ocean"]
				"Is Blacklist" = true

	[world.nether_obsidian_spikes]
		#The chance for a chunk to contain spikes (1 is 100%, 0 is 0%)
		"Chance Per Chunk" = 0.1
		#The chance for a spike to be big (1 is 100%, 0 is 0%)
		"Big Spike Chance" = 0.03
		#Should a chunk have spikes, how many would the generator try to place
		"Tries Per Chunk" = 4
		"Big Spike Spawners" = true

		[world.nether_obsidian_spikes.dimensions]
			"Is Blacklist" = false
			Dimensions = ["minecraft:the_nether"]

	[world.ancient_wood]
		"Ancient Fruit Gives Exp" = true
		#Allowed values: [1,)
		"Ancient Fruit Exp Value" = 10
		#Set to 0 to disable loot chest generation
		#Allowed values: [0,)
		"Ancient City Loot Weight" = 8
		#Allowed values: [0,)
		"Ancient City Loot Quality" = 1

	[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.new_stone_types]
		"Enable Limestone" = true
		"Enable Jasper" = true
		"Enable Shale" = true
		"Enable Myalite" = true

		[world.new_stone_types.limestone]

			[world.new_stone_types.limestone.dimensions]
				"Is Blacklist" = false
				Dimensions = ["minecraft:overworld"]

			[world.new_stone_types.limestone.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.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.
				#Allowed values: [0,)
				"Cluster Count" = 0.1666666

	[world.permafrost]

		[world.permafrost.generation_settings]
			#Allowed values: [0,)
			Rarity = 2
			"Min Y Level" = 105
			"Max Y Level" = 140
			#Allowed values: [0,)
			"Horizontal Size" = 100
			#Allowed values: [0,)
			"Vertical Size" = 30
			#Allowed values: [0,)
			"Horizontal Variation" = 10
			#Allowed values: [0,)
			"Vertical Variation" = 5

			[world.permafrost.generation_settings.dimensions]
				"Is Blacklist" = false
				Dimensions = ["minecraft:overworld"]

			[world.permafrost.generation_settings.biomes]

				[world.permafrost.generation_settings.biomes.tags]
					"Biome Tags" = []
					"Is Blacklist" = true

				[world.permafrost.generation_settings.biomes.biomes]
					Biomes = ["minecraft:frozen_peaks"]
					"Is Blacklist" = false

	[world.big_stone_clusters]
		#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"]

		[world.big_stone_clusters.calcite]
			Enabled = true
			#Allowed values: [0,)
			Rarity = 4
			"Min Y Level" = 20
			"Max Y Level" = 80
			#Allowed values: [0,)
			"Horizontal Size" = 14
			#Allowed values: [0,)
			"Vertical Size" = 14
			#Allowed values: [0,)
			"Horizontal Variation" = 9
			#Allowed values: [0,)
			"Vertical Variation" = 9

			[world.big_stone_clusters.calcite.dimensions]
				"Is Blacklist" = false
				Dimensions = ["minecraft:overworld"]

			[world.big_stone_clusters.calcite.biomes]

				[world.big_stone_clusters.calcite.biomes.tags]
					"Biome Tags" = ["minecraft:is_mountain"]
					"Is Blacklist" = false

				[world.big_stone_clusters.calcite.biomes.biomes]
					Biomes = []
					"Is Blacklist" = true

		[world.big_stone_clusters.limestone]
			Enabled = true
			#Allowed values: [0,)
			Rarity = 4
			"Min Y Level" = 20
			"Max Y Level" = 80
			#Allowed values: [0,)
			"Horizontal Size" = 14
			#Allowed values: [0,)
			"Vertical Size" = 14
			#Allowed values: [0,)
			"Horizontal Variation" = 9
			#Allowed values: [0,)
			"Vertical Variation" = 9

			[world.big_stone_clusters.limestone.dimensions]
				"Is Blacklist" = false
				Dimensions = ["minecraft:overworld"]

			[world.big_stone_clusters.limestone.biomes]

				[world.big_stone_clusters.limestone.biomes.tags]
					"Biome Tags" = ["forge:is_swamp", "minecraft:is_ocean"]
					"Is Blacklist" = false

				[world.big_stone_clusters.limestone.biomes.biomes]
					Biomes = []
					"Is Blacklist" = true

		[world.big_stone_clusters.jasper]
			Enabled = true
			#Allowed values: [0,)
			Rarity = 4
			"Min Y Level" = 20
			"Max Y Level" = 80
			#Allowed values: [0,)
			"Horizontal Size" = 14
			#Allowed values: [0,)
			"Vertical Size" = 14
			#Allowed values: [0,)
			"Horizontal Variation" = 9
			#Allowed values: [0,)
			"Vertical Variation" = 9

			[world.big_stone_clusters.jasper.dimensions]
				"Is Blacklist" = false
				Dimensions = ["minecraft:overworld"]

			[world.big_stone_clusters.jasper.biomes]

				[world.big_stone_clusters.jasper.biomes.tags]
					"Biome Tags" = ["minecraft:is_badlands", "forge:is_sandy"]
					"Is Blacklist" = false

				[world.big_stone_clusters.jasper.biomes.biomes]
					Biomes = []
					"Is Blacklist" = true

		[world.big_stone_clusters.shale]
			Enabled = true
			#Allowed values: [0,)
			Rarity = 4
			"Min Y Level" = 20
			"Max Y Level" = 80
			#Allowed values: [0,)
			"Horizontal Size" = 14
			#Allowed values: [0,)
			"Vertical Size" = 14
			#Allowed values: [0,)
			"Horizontal Variation" = 9
			#Allowed values: [0,)
			"Vertical Variation" = 9

			[world.big_stone_clusters.shale.dimensions]
				"Is Blacklist" = false
				Dimensions = ["minecraft:overworld"]

			[world.big_stone_clusters.shale.biomes]

				[world.big_stone_clusters.shale.biomes.tags]
					"Biome Tags" = ["forge:is_snowy"]
					"Is Blacklist" = false

				[world.big_stone_clusters.shale.biomes.biomes]
					Biomes = []
					"Is Blacklist" = true

		[world.big_stone_clusters.myalite]
			"Generate In Air" = true
			Enabled = true
			#Allowed values: [0,)
			Rarity = 100
			"Min Y Level" = 58
			"Max Y Level" = 62
			#Allowed values: [0,)
			"Horizontal Size" = 20
			#Allowed values: [0,)
			"Vertical Size" = 40
			#Allowed values: [0,)
			"Horizontal Variation" = 6
			#Allowed values: [0,)
			"Vertical Variation" = 10

			[world.big_stone_clusters.myalite.dimensions]
				"Is Blacklist" = false
				Dimensions = ["minecraft:the_end"]

			[world.big_stone_clusters.myalite.biomes]

				[world.big_stone_clusters.myalite.biomes.tags]
					"Biome Tags" = []
					"Is Blacklist" = true

				[world.big_stone_clusters.myalite.biomes.biomes]
					Biomes = ["minecraft:end_highlands"]
					"Is Blacklist" = false

	[world.glimmering_weald]
		#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.blossom_trees]
		"Drop Leaf Particles" = true

		[world.blossom_trees.blue]
			Rarity = 200

			[world.blossom_trees.blue.dimensions]
				"Is Blacklist" = false
				Dimensions = ["minecraft:overworld"]

			[world.blossom_trees.blue.biome_config]

				[world.blossom_trees.blue.biome_config.tags]
					"Biome Tags" = ["forge:is_snowy"]
					"Is Blacklist" = false

				[world.blossom_trees.blue.biome_config.biomes]
					Biomes = []
					"Is Blacklist" = true

		[world.blossom_trees.lavender]
			Rarity = 100

			[world.blossom_trees.lavender.dimensions]
				"Is Blacklist" = false
				Dimensions = ["minecraft:overworld"]

			[world.blossom_trees.lavender.biome_config]

				[world.blossom_trees.lavender.biome_config.tags]
					"Biome Tags" = ["forge:is_swamp"]
					"Is Blacklist" = false

				[world.blossom_trees.lavender.biome_config.biomes]
					Biomes = []
					"Is Blacklist" = true

		[world.blossom_trees.orange]
			Rarity = 100

			[world.blossom_trees.orange.dimensions]
				"Is Blacklist" = false
				Dimensions = ["minecraft:overworld"]

			[world.blossom_trees.orange.biome_config]

				[world.blossom_trees.orange.biome_config.tags]
					"Biome Tags" = ["minecraft:is_savanna"]
					"Is Blacklist" = false

				[world.blossom_trees.orange.biome_config.biomes]
					Biomes = []
					"Is Blacklist" = true

		[world.blossom_trees.pink]
			Rarity = 100

			[world.blossom_trees.pink.dimensions]
				"Is Blacklist" = false
				Dimensions = ["minecraft:overworld"]

			[world.blossom_trees.pink.biome_config]

				[world.blossom_trees.pink.biome_config.tags]
					"Biome Tags" = ["minecraft:is_mountain"]
					"Is Blacklist" = false

				[world.blossom_trees.pink.biome_config.biomes]
					Biomes = []
					"Is Blacklist" = true

		[world.blossom_trees.yellow]
			Rarity = 200

			[world.blossom_trees.yellow.dimensions]
				"Is Blacklist" = false
				Dimensions = ["minecraft:overworld"]

			[world.blossom_trees.yellow.biome_config]

				[world.blossom_trees.yellow.biome_config.tags]
					"Biome Tags" = ["forge:is_plains"]
					"Is Blacklist" = false

				[world.blossom_trees.yellow.biome_config.biomes]
					Biomes = []
					"Is Blacklist" = true

		[world.blossom_trees.red]
			Rarity = 30

			[world.blossom_trees.red.dimensions]
				"Is Blacklist" = false
				Dimensions = ["minecraft:overworld"]

			[world.blossom_trees.red.biome_config]

				[world.blossom_trees.red.biome_config.tags]
					"Biome Tags" = ["minecraft:is_badlands"]
					"Is Blacklist" = false

				[world.blossom_trees.red.biome_config.biomes]
					Biomes = []
					"Is Blacklist" = true

	[world.spiral_spires]
		Rarity = 200
		Radius = 15
		"Enable Myalite Viaducts" = true
		#Allowed values: [2,1,024]
		"Myalite Conduit Distance" = 24
		"Renewable Myalite" = true

		[world.spiral_spires.dimensions]
			"Is Blacklist" = false
			Dimensions = ["minecraft:the_end"]

		[world.spiral_spires.biomes]

			[world.spiral_spires.biomes.tags]
				"Biome Tags" = []
				"Is Blacklist" = true

			[world.spiral_spires.biomes.biomes]
				Biomes = ["minecraft:end_highlands"]
				"Is Blacklist" = false

	[world.chorus_vegetation]
		Rarity = 150
		Radius = 7
		"Chunk Attempts" = 120
		"Highlands Chance" = 1.0
		"Midlands Chance" = 0.2
		"Other End Biomes Chance" = 0.0
		"Passive Teleport Chance" = 0.2
		"Endermite Spawn Chance" = 0.01
		"Teleport Duplication Chance" = 0.01

	[world.fairy_rings]
		"Forest Chance" = 0.00625
		"Plains Chance" = 0.0025
		Ores = ["minecraft:emerald_ore", "minecraft:diamond_ore"]

		[world.fairy_rings.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

[mobs]
	Wraith = true
	Crabs = true
	Toretoise = true
	Shiba = true
	Forgotten = true
	Foxhound = true
	Stonelings = true

	[mobs.wraith]
		#List of sound sets to use with wraiths.
		#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)
		"Wraith Sounds" = ["entity.sheep.ambient|entity.sheep.hurt|entity.sheep.death", "entity.cow.ambient|entity.cow.hurt|entity.cow.death", "entity.pig.ambient|entity.pig.hurt|entity.pig.death", "entity.chicken.ambient|entity.chicken.hurt|entity.chicken.death", "entity.horse.ambient|entity.horse.hurt|entity.horse.death", "entity.cat.ambient|entity.cat.hurt|entity.cat.death", "entity.wolf.ambient|entity.wolf.hurt|entity.wolf.death", "entity.villager.ambient|entity.villager.hurt|entity.villager.death", "entity.polar_bear.ambient|entity.polar_bear.hurt|entity.polar_bear.death", "entity.zombie.ambient|entity.zombie.hurt|entity.zombie.death", "entity.skeleton.ambient|entity.skeleton.hurt|entity.skeleton.death", "entity.spider.ambient|entity.spider.hurt|entity.spider.death", "|entity.creeper.hurt|entity.creeper.death", "entity.endermen.ambient|entity.endermen.hurt|entity.endermen.death", "entity.zombie_pig.ambient|entity.zombie_pig.hurt|entity.zombie_pig.death", "entity.witch.ambient|entity.witch.hurt|entity.witch.death", "entity.blaze.ambient|entity.blaze.hurt|entity.blaze.death", "entity.llama.ambient|entity.llama.hurt|entity.llama.death", "|quark:entity.stoneling.cry|quark:entity.stoneling.die", "quark:entity.frog.idle|quark:entity.frog.hurt|quark:entity.frog.die"]

		[mobs.wraith.spawn_config]
			"Max Cost" = 0.7
			"Spawn Cost" = 0.15
			#Allowed values: (0,)
			"Spawn Weight" = 5
			#Allowed values: [1,)
			"Min Group Size" = 1
			#Allowed values: [1,)
			"Max Group Size" = 3

			[mobs.wraith.spawn_config.biomes]

				[mobs.wraith.spawn_config.biomes.tags]
					"Biome Tags" = []
					"Is Blacklist" = true

				[mobs.wraith.spawn_config.biomes.biomes]
					Biomes = ["minecraft:soul_sand_valley"]
					"Is Blacklist" = false

	[mobs.crabs]
		"Enable Brewing" = true
		#Whether Resilience should be required for 'How Did We Get Here?' and (if brewing is enabled) 'A Furious Cocktail'.
		#Keep this on when brewing is disabled if your pack adds an alternative source for the effect.
		"Resilience Required For All Effects" = true

		[mobs.crabs.spawn_config]
			#Allowed values: (0,)
			"Spawn Weight" = 5
			#Allowed values: [1,)
			"Min Group Size" = 1
			#Allowed values: [1,)
			"Max Group Size" = 3

			[mobs.crabs.spawn_config.biomes]

				[mobs.crabs.spawn_config.biomes.tags]
					"Biome Tags" = ["minecraft:is_beach"]
					"Is Blacklist" = false

				[mobs.crabs.spawn_config.biomes.biomes]
					Biomes = []
					"Is Blacklist" = true

	[mobs.toretoise]
		"Max Y Level" = 0
		#The number of ticks from mining a tortoise until feeding it could cause it to regrow.
		"Cooldown Ticks" = 1200
		#The items that can be fed to toretoises to make them regrow ores.
		Foods = ["minecraft:glow_berries"]
		"Allow Toretoise To Regrow" = true
		#Feeding a toretoise after cooldown will regrow them with a one-in-this-number chance. Set to 1 to always regrow, higher = lower chance.
		"Regrow Chance" = 3

		[mobs.toretoise.dimensions]
			"Is Blacklist" = false
			Dimensions = ["minecraft:overworld"]

		[mobs.toretoise.spawn_config]
			#Allowed values: (0,)
			"Spawn Weight" = 120
			#Allowed values: [1,)
			"Min Group Size" = 2
			#Allowed values: [1,)
			"Max Group Size" = 4

			[mobs.toretoise.spawn_config.biomes]

				[mobs.toretoise.spawn_config.biomes.tags]
					"Biome Tags" = ["forge:is_void", "minecraft:is_nether", "minecraft:is_end"]
					"Is Blacklist" = true

				[mobs.toretoise.spawn_config.biomes.biomes]
					Biomes = []
					"Is Blacklist" = true

	[mobs.shiba]
		"Ignore Areas With Skylight" = false

		[mobs.shiba.spawn_config]
			#Allowed values: (0,)
			"Spawn Weight" = 40
			#Allowed values: [1,)
			"Min Group Size" = 1
			#Allowed values: [1,)
			"Max Group Size" = 3

			[mobs.shiba.spawn_config.biomes]

				[mobs.shiba.spawn_config.biomes.tags]
					"Biome Tags" = ["minecraft:is_mountain"]
					"Is Blacklist" = false

				[mobs.shiba.spawn_config.biomes.biomes]
					Biomes = []
					"Is Blacklist" = true

	[mobs.forgotten]
		#This is the probability of a Skeleton that spawns under the height threshold being replaced with a Forgotten.
		"Forgotten Spawn Rate" = 0.05
		"Max Height For Spawn" = 0

	[mobs.foxhound]
		#The chance coal will tame a foxhound
		"Tame Chance" = 0.05
		"Foxhounds Speed Up Furnaces" = true

		[mobs.foxhound.spawn_config]
			#Allowed values: (0,)
			"Spawn Weight" = 30
			#Allowed values: [1,)
			"Min Group Size" = 1
			#Allowed values: [1,)
			"Max Group Size" = 2

			[mobs.foxhound.spawn_config.biomes]

				[mobs.foxhound.spawn_config.biomes.tags]
					"Biome Tags" = []
					"Is Blacklist" = true

				[mobs.foxhound.spawn_config.biomes.biomes]
					Biomes = ["minecraft:nether_wastes", "minecraft:basalt_deltas"]
					"Is Blacklist" = false

		[mobs.foxhound.lesser_spawn_config]
			"Max Cost" = 0.7
			"Spawn Cost" = 0.15
			#Allowed values: (0,)
			"Spawn Weight" = 2
			#Allowed values: [1,)
			"Min Group Size" = 1
			#Allowed values: [1,)
			"Max Group Size" = 1

			[mobs.foxhound.lesser_spawn_config.biomes]

				[mobs.foxhound.lesser_spawn_config.biomes.tags]
					"Biome Tags" = []
					"Is Blacklist" = true

				[mobs.foxhound.lesser_spawn_config.biomes.biomes]
					Biomes = ["minecraft:soul_sand_valley"]
					"Is Blacklist" = false

	[mobs.stonelings]
		"Max Y Level" = 0
		"Enable Diamond Heart" = true
		#When enabled, stonelings are much more aggressive in checking for players
		"Cautious Stonelings" = false
		"Tamable Stonelings" = true
		#Disabled if if Pathfinder Maps are disabled.
		"Weald Pathfinder Maps" = true

		[mobs.stonelings.dimensions]
			"Is Blacklist" = false
			Dimensions = ["minecraft:overworld"]

		[mobs.stonelings.spawn_config]
			#Allowed values: (0,)
			"Spawn Weight" = 80
			#Allowed values: [1,)
			"Min Group Size" = 1
			#Allowed values: [1,)
			"Max Group Size" = 1

			[mobs.stonelings.spawn_config.biomes]

				[mobs.stonelings.spawn_config.biomes.tags]
					"Biome Tags" = ["forge:is_void", "minecraft:is_nether", "minecraft:is_end"]
					"Is Blacklist" = true

				[mobs.stonelings.spawn_config.biomes.biomes]
					Biomes = []
					"Is Blacklist" = true

[client]
	"Auto Walk Keybind" = true
	"Back Button Keybind" = true
	"Uses For Curses" = true
	Camera = true
	"Elytra Indicator" = true
	"Chest Searching" = true
	"Variant Animal Textures" = true
	"Soul Candles" = true
	"Buckets Show Inhabitants" = true
	"Greener Grass" = true
	"Long Range Pick Block" = true
	"Usage Ticker" = true
	"Improved Tooltips" = true
	"Wool Shuts Up Minecarts" = true
	"Microcrafting Helper" = true

	[client.auto_walk_keybind]
		"Draw Hud" = true
		"Hud Height" = 10

	[client.uses_for_curses]
		"Vanish Pumpkin Overlay" = true
		"Bind Armor Stands With Player Heads" = true

	[client.camera]
		#Date format that will be displayed in screenshots. Must be a valid one (i.e. MM/dd/yyyy)
		"Date Format" = "MM/dd/yyyy"

	[client.chest_searching]

		[client.chest_searching.overlay_color]
			A = 0.67
			R = 0.0
			G = 0.0
			B = 0.0

	[client.variant_animal_textures]
		"Enable Cow" = true
		"Enable Pig" = true
		"Enable Chicken" = true
		"Enable Shiny Rabbit" = true
		"Enable Shiny Llama" = true
		"Enable Shiny Dolphin" = true
		"Enable Shiny Slime" = true
		"Enable L G B T Bees" = true
		"Every Bee Is L G B T" = false
		#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.buckets_show_inhabitants]
		"Show Axolotls" = true
		"Show Crabs" = true
		"Show Tropical Fish" = true
		"Show Shiny Slime" = true

	[client.greener_grass]
		"Affect Leaves" = true
		"Affect Water" = false
		"Block List" = ["minecraft:large_fern", "minecraft:tall_grass", "minecraft:grass_block", "minecraft:fern", "minecraft:grass", "minecraft:potted_fern", "minecraft:sugar_cane", "environmental:giant_tall_grass", "valhelsia_structures:grass_block"]
		"Leaves List" = ["minecraft:spruce_leaves", "minecraft:birch_leaves", "minecraft:oak_leaves", "minecraft:jungle_leaves", "minecraft:acacia_leaves", "minecraft:dark_oak_leaves", "atmospheric:rosewood_leaves", "atmospheric:morado_leaves", "atmospheric:yucca_leaves", "autumnity:maple_leaves", "environmental:willow_leaves", "environmental:hanging_willow_leaves", "minecraft:vine"]

		[client.greener_grass.color_matrix]
			R = [0.89, 0.0, 0.0]
			G = [0.0, 1.11, 0.0]
			B = [0.0, 0.0, 0.89]

		[client.greener_grass.water_matrix]
			R = [0.86, 0.0, 0.0]
			G = [0.0, 1.0, 0.22]
			B = [0.0, 0.0, 1.22]

	[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

	[client.improved_tooltips]
		"Attribute Tooltips" = true
		"Food Tooltips" = true
		"Shulker Tooltips" = true
		"Map Tooltips" = true
		"Enchanting Tooltips" = true
		"Fuel Time Tooltips" = true
		"Shulker Box Use Colors" = true
		"Shulker Box Require Shift" = false
		"Map Require Shift" = false
		#The value of each shank of food.
		#Tweak this when using mods like Hardcore Hunger which change that value.
		"Food Divisor" = 2
		"Show Saturation" = true
		"Food Compression Threshold" = 4
		"Fuel Time Divisor" = 200
		#Should item attributes be colored relative to your current equipped item?
		#e.g. if wearing an Iron Helmet, the armor value in a Diamond Helmet will show as green, and vice versa would be red.
		#If set to false, item attributes will show in white or red if they're negative values.
		"Show Upgrade Status" = true
		"Animate Up Down Arrows" = true
		"Enchanting Stacks" = ["minecraft:diamond_sword", "minecraft:diamond_pickaxe", "minecraft:diamond_shovel", "minecraft:diamond_axe", "minecraft:diamond_hoe", "minecraft:diamond_helmet", "minecraft:diamond_chestplate", "minecraft:diamond_leggings", "minecraft:diamond_boots", "minecraft:shears", "minecraft:bow", "minecraft:fishing_rod", "minecraft:crossbow", "minecraft:trident", "minecraft:elytra", "minecraft:shield", "quark:pickarang", "supplementaries:slingshot", "supplementaries:bubble_blower", "farmersdelight:diamond_knife"]
		#A list of additional stacks to display on each enchantment
		#The format is as follows:
		#enchant_id=item1,item2,item3...
		#So to display a carrot on a stick on a mending book, for example, you use:
		#minecraft:mending=minecraft:carrot_on_a_stick
		"Enchanting Additional Stacks" = []

[experimental]
	"Spawner Replacer" = false
	"Enchantments Begone" = 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
	"Game Nerfs" = false
	"Adjustable Chat" = false
	#Allows placing variant blocks automatically via a selector menu triggered from a keybind
	"Variant Selector" = false
	"Narrator Readout" = false
	"Overlay Shader" = false
	"Climate Control Remover" = false
	"Villager Rerolling Rework" = false

	[experimental.spawner_replacer]
		#Mobs to be replaced with other mobs.
		#Format is: "mob1,mob2", i.e. "minecraft:spider,minecraft:skeleton"
		"Replace Mobs" = []

	[experimental.enchantments_begone]
		"Enchantments To Begone" = []

	[experimental.enchantment_predicates]
		"Items To Change" = []
		"Enchantments To Register" = []

	[experimental.game_nerfs]
		#Makes Mending act like the Unmending mod
		#https://www.curseforge.com/minecraft/mc-mods/unmending
		"Nerf Mending" = true
		#Resets all villager discounts when zombified to prevent reducing prices to ridiculous levels
		"Nerf Villager Discount" = true
		#Makes Iron Golems not drop Iron Ingots
		"Disable Iron Farms" = true
		#Makes Boats not glide on ice
		"Disable Ice Roads" = true
		#Makes Sheep not drop Wool when killed
		"Disable Wool Drops" = true
		#Disables mob griefing for only specific entities
		"Enable Selective Mob Griefing" = true
		#Force Elytra to only work in specific dimensions
		"Enable Dimension Locked Elytra" = true
		#Makes falling blocks not able to be duped via dimension crossing
		"Disable Falling Block Dupe" = true
		#Fixes several piston physics exploits, most notably including TNT duping
		"Disable Piston Physics Exploits" = true
		#Fixes mushroom growth being able to replace blocks
		"Disable Mushroom Block Removal" = true
		#Makes tripwire hooks unable to be duplicated
		"Disable Tripwire Hook Dupe" = true
		"Non Griefing Entities" = ["minecraft:creeper", "minecraft:enderman"]
		"Elytra Allowed Dimensions" = ["minecraft:the_end"]
		#Makes Mending II still work even if mending is nerfed.
		#If you want Mending II, disable the sanity check on Ancient Tomes and add minecraft:mending to the tomes.
		"No Nerf for Mending II" = false

	[experimental.adjustable_chat]
		"Horizontal Shift" = 0
		"Vertical Shift" = 0

	[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')
			"Variant Types" = ["slab", "stairs", "fence", "fence_gate", "vertical_slab"]
			#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 = ["wall=fence", "carpet=slab"]
			#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)
			"Strip Candidates" = ["_planks", "_wool", "s"]
			#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)
			Blacklist = []

	[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.climate_control_remover]
		#Disables the temperature comparison when choosing biomes to generate.
		"Disable Temperature" = false
		#Disables the humidity comparison when choosing biomes to generate.
		"Disable Humidity" = false
		#Disables the 'continentalness' comparison when choosing biomes to generate.
		#WARNING: Enabling this will probably make oceans act a lot more like rivers.
		"Disable Continentalness" = false
		#Disables the 'erosion' comparison when choosing biomes to generate.
		#WARNING: Enabling this will probably create very extreme height differences, and will make the End more chaotic.
		"Disable Erosion" = false
		#Disables the 'depth' comparison when choosing biomes to generate.
		#WARNING: Enabling this will probably make cave biomes appear at unusual heights.
		"Disable Depth" = false
		#Disables the 'weirdness' comparison when choosing biomes to generate.
		#WARNING: Enabling this will... well, probably make things weird.
		"Disable Weirdness" = false
		#Disables the 'offset' parameter when choosing biomes to generate.
		#WARNING: Enabling this will make rarer nether biomes more common.
		"Disable Offset" = false

	[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

[oddities]
	Crate = true
	Pipes = true
	"Totem Of Holding" = true
	"Tiny Potato" = true
	Magnets = true
	Backpack = true
	"Matrix Enchanting" = true

	[oddities.crate]
		"Max Items" = 640

	[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.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.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.magnets]
		#Any items you place in this list will be derived so that any block made of it will become magnetizable
		"Magnetic Derivation List" = ["minecraft:iron_ingot", "minecraft:copper_ingot", "minecraft:exposed_copper", "minecraft:weathered_copper", "minecraft:oxidized_copper", "minecraft:raw_iron", "minecraft:raw_copper", "minecraft:iron_ore", "minecraft:deepslate_iron_ore", "minecraft:copper_ore", "minecraft:deepslate_copper_ore"]
		"Magnetic Whitelist" = ["minecraft:chipped_anvil", "minecraft:damaged_anvil"]
		"Magnetic Blacklist" = ["minecraft:tripwire_hook"]
		"Use Pre End Recipe" = false

	[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.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.
		"Influences List" = ["minecraft:unbreaking", "minecraft:fire_protection", "minecraft:knockback,minecraft:punch", "minecraft:feather_falling", "minecraft:looting,minecraft:fortune,minecraft:luck_of_the_sea", "minecraft:blast_protection", "minecraft:silk_touch,minecraft:channeling", "minecraft:bane_of_arthropods", "minecraft:protection", "minecraft:respiration,minecraft:loyalty,minecraft:infinity", "minecraft:sweeping,minecraft:multishot", "minecraft:efficiency,minecraft:sharpness,minecraft:lure,minecraft:power,minecraft:impaling,minecraft:quick_charge", "minecraft:aqua_affinity,minecraft:depth_strider,minecraft:riptide", "minecraft:thorns,minecraft:piercing", "minecraft:fire_aspect,minecraft:flame", "minecraft:smite,minecraft:projectile_protection"]
		#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

