# Configuration file

additional {
    # List any mob names you want disabled on the server
    S:disableMobNames <
     >

    # Should player inventories be stored after death (can be later restored with ob_inventory command)
    B:dumpDeadPlayersInventories=true
}


blocks {
    B:autoanvil=true
    B:autoenchantmenttable=true
    B:beartrap=true
    B:bigbutton=true
    B:blockPlacer=true
    B:blockbreaker=true
    B:builder_guide=true
    B:cannon=true
    B:canvas=true
    B:canvasglass=true
    B:donationStation=true
    B:drawingtable=true
    B:elevator=true
    B:elevator_rotating=true
    B:fan=true
    B:flag=true
    B:goldenegg=true
    B:grave=true
    B:guide=true
    B:heal=true
    B:imaginary=true
    B:itemDropper=true
    B:ladder=true
    B:paintcan=true
    B:paintmixer=true
    B:path=true
    B:projector=true
    B:ropeladder=true
    B:scaffolding=true
    B:sky=true
    B:sponge=true
    B:sprinkler=true
    B:tank=true
    B:target=true
    B:trophy=true
    B:vacuumhopper=true
    B:village_highlighter=true
    B:xpbottler=true
    B:xpdrain=true
    B:xpshower=true
}


cartographer {
    # List of blocks that should be invisible to cartographer. Example: id:3,  OpenBlocks:openblocks_radio (case sensitive)
    S:blockBlacklist <
        "Natura:Cloud"
     >

    # Should invalid height map request be always reported
    B:reportInvalidRequest=false
}


crane {
    # Enable magnet turtles
    B:addTurtles=true

    # Use shift to control crane direction (otherwise, toggle every time)
    B:boringMode=true

    # Enable collision checking of crane arm
    B:doCraneCollisionCheck=false

    # Show magnet turtles in creative list
    B:showTurtles=true

    # Maximal distance from turtle to magnet when deactivating
    D:turtleMagnetDeactivateRange=3.0

    # Range of magnet CC peripheral
    D:turtleMagnetRange=4.0
}


cursor {
    I:cursorMaxDamage=128

    # Maximum distance cursor can reach (warning: increasing may cause crashes)
    I:cursorMaxDistance=64
}


debug {
    B:enableChangelogBooks=true

    # Show structures found by golden eye
    B:goldenEyeDebug=false

    # Dump extra amount of data, every time grave is created
    B:gravesDebug=false
}


devnull {
    # If true, /dev/null will require sneaking in addition to clicking air to open gui
    B:sneakClickToGui=true
}


dropblock {
    # Should elevator move player to center of block after teleporting	
    B:centerOnBlock=false
    B:elevatorDrainsXP=false

    # XP consumed by elevator (total amount = ratio * distance)
    D:elevatorXpDrainRatio=0.0

    # Disable limit of blocks between elevators (equivalent to maxPassThrough = infinity)
    B:ignoreAllBlocks=false

    # The elevator will ignore half blocks when counting the blocks it can pass through
    B:ignoreHalfBlocks=true

    # The elevator will try to pass through blocks that have custom collision boxes
    B:irregularBlocksArePassable=true

    # The maximum amount of blocks the elevator can pass through before the teleport fails
    I:maxPassThrough=4

    # The range of the drop block
    I:searchDistance=20

    # Defines blocks that are handled specially by elevators. Entries are in form <modId>:<blockName>:<action> or id:<blockId>:<action>. Possible actions: abort (elevator can't pass block), increment (counts for elevatorMaxBlockPassCount limit) and ignore
    S:specialBlockRules <
     >
}


egg {
    # Can golden egg pick blocks while hatching (may lead to glitches)
    B:pickBlocks=true
}


fan {
    # Maximum force applied every tick to entities nearby (linear decay)
    D:fanForce=0.05

    # Range of fan in blocks
    D:fanRange=10.0

    # Is fan force controlled by redstone current
    B:isRedstoneActivated=true
}


features {
    # Explosive enchant can break blocks at level 3
    B:explosiveEnchantGrief=true

    # Id of explosive enchantment
    I:explosiveEnchantmentId=211

    # Id of flim flam enchantment
    I:flimFlamEnchantmentId=213

    # Should every player get info book on first login
    B:infoBook=false

    # Id of last stand enchantment
    I:lastStandEnchantmentId=212

    # Formula for XP cost (variables: hp,dmg,ench,xp). Note: calculation only triggers when hp - dmg < 1.
    S:lastStandFormula=max(1, 50*(1-(hp-dmg))/ench)
    S:xpFluidId=xpjuice

    # Storage in mB needed to store single XP point
    I:xpToLiquidRatio=20
}


glasses {
    # 0.0 - no visible change to world, 1.0 - world fully obscured
    D:opacity=0.95

    # Use texture for obscuring world
    B:useTexture=true
}


graves {
    # Can grave spawn single block of dirt when it has no block under?
    B:canSpawnBase=true

    # Try to overwrite blocks with graves if no suitable place is found on first try
    B:destructiveGraves=false

    # Maximal height where grave should be spawned (default value selected to prevent spawning in bedrock)
    I:maximalPosY=249

    # Minimal height where grave should be spawned (default value selected to prevent spawning in bedrock)
    I:minimalPosY=6

    # Require gravestone to be in a player's inventory (it is consumed)
    B:requiresGraveInInv=false

    # Spawn rate, range: 0..1, default: about 1 per 50s
    D:skeletonSpawnRate=0.002

    # Size of cube searched for spaces suitable for grave spawning
    I:spawnRange=10

    # Should grave randomly spawn skeletons
    B:spawnSkeletons=true

    # Frequency of special action on grave digging, 0..1
    D:specialActionFrequency=0.03

    # Store contents of spawned graves into separate NBT files (can later be restored with ob_inventory command)
    B:storeContents=true
    B:voidFix=true
}


guide {
    # How builder guide should react to redstone. 0 - not sensitive, 1 - powered == on, -1 - inverted
    I:redstoneSensitivity=1

    # Square of guide maximum render distance
    D:renderDistanceSq=65536.0

    # Try to use advanced OpenGL for performance improvement
    B:useAdvancedRenderer=true
}


hacks {
    # Enable experimental features that may be buggy or broken entirely
    B:enableExperimentalFeatures=false
    B:tryHookPlayerRenderer=true
}


hangglider {
    # Enable a whole new level of hanggliding experience through thermal lift. See keybindings for acoustic vario controls
    B:enableThermal=true
}


imaginary {
    # Speed of imaginary blocks fading/appearing
    D:fadingSpeed=0.0075

    # Number of newly created crayon/pencil uses
    D:numberOfUses=10.0
}


items {
    B:cartographer=true
    B:craneBackpack=true
    B:craneControl=true
    B:crayonGlasses=true
    B:cursor=true
    B:devnull=false
    B:emptyMap=true
    B:epicEraser=true
    B:filledbucket=true
    B:goldenEye=true
    B:hangglider=true
    B:heightMap=true
    B:infoBook=true
    B:luggage=true
    B:paintBrush=true
    B:pedometer=true
    B:pencilGlasses=true
    B:seriousGlasses=true
    B:sleepingBag=true
    B:slimalyzer=true
    B:sonicglasses=true
    B:spongeonastick=true
    B:squeegee=true
    B:stencil=true
    B:tastyClay=true
    B:technicolorGlasses=true
    B:tunedCrystal=true
    B:wrench=true
}


ladder {
    # If true, ladders will behave in old way: single item will place ladder all the way down, but it will not drop when broken
    B:infiniteMode=false
}


loot {
    B:donationStation=false
    B:paintBrush=false
    B:sonicGlasses=false
    B:stencil=false
    B:technicolorGlasses=true
}


magnet {
    # Can crane magnet pick block?
    B:pickBlocks=true

    # Can crane magnet pick entities?
    B:pickEntities=true
}


projector {
    # The projector's cone will use the specified brightness value to render.
    # Value must be between 0 and 255 inclusive. To use the default world brightness set -1 as the value.
    # Keep in mind that default brightness means that the cone will render as light blue during the day and dark blue during the night.
    I:brightness=-1

    # Level of light emitted by the active projector. Defaults to 10. Must be at maximum 15 and positive
    I:lightLevel=10

    # Projector will light up whenever it is displaying a map
    B:lightUpWhenWorking=true

    # Projector will render a holographic cone whenever active
    B:renderHolographicCone=true

    # The holographic cone will display a grid.
    # The grid texture may look a bit pixelated and there may be a little gap between two corners.
    # This is not an error and it is only a texture calculation problem (e.g. 0.25 does not correctly correspond to 16 pixels in a 64x64 texture)
    B:renderHolographicGrid=false
}


radio {
    B:enableChestLoot=true
    I:maxSources=3
    S:radioStations <
     >

    # Music merchant id (-1 to disable)
    I:radioVillagerId=6156

    # Should tuned crystals sell records too
    B:radioVillagerSellsRecords=true
    S:replaceList <
        "http://69.46.75.101:80 http://idobiradio.idobi.com"
     >
}


scaffolding {
    # The rate at which scaffolding should break. 0 - fastest
    I:despawnRate=4
}


sponge {
    # Sponge block range (distance from center)
    I:spongeRange=3

    # SpongeOnAStick use count
    I:spongeStickUseCount=256
}


sprinkler {
    # Consume rate of bonemeal (ticks/item).
    I:bonemealConsumeRate=600

    # 1/chance that crops will be fertilized with bonemeal
    I:bonemealFertilizeChance=200

    # The range in each cardinal direction that crops will be affected.
    I:effectiveRange=4

    # 1/chance that crops will be fertilized without bonemeal
    I:fertilizeChance=500

    # Capacity (in mB) of internal tank.
    I:internalTankCapacity=50

    # Consume rate of sprinkler (ticks/mB).
    I:waterConsumeRate=20
}


tanks {
    # The amount of buckets each tank can hold
    I:bucketsPerTank=16

    # Should filled tanks be searchable with creative menu
    B:displayAllFluids=true

    # Tanks will emit light when they contain a liquid that glows (eg. lava)
    B:emitLight=true

    # Minimal difference in fluid level between neigbors required for tank update (can be used for performance finetuning
    I:fluidDifferenceUpdateThreshold=0

    # Should tanks try to balance liquid amounts with neighbours
    B:tankTicks=true
}


tomfoolery {
    # You know, THAT thing! That you shouldn't do in public!
    B:doItWhileTyping=false

    # Blacklist/Whitelist for effects used by flim-flam enchantment
    S:flimFlamBlacklist <
     >

    # If true, flim-flam blacklist will become whitelist
    B:reverseBlacklist=false

    # Allow only flimflams that don't cause death (or at least very rarely)
    B:safeOnly=false

    # 0 - lore hidden, 1 - visible only with pressed ALT, 2 - always visible
    I:sillyLoreDisplay=1

    # Are you serious too?
    B:weAreSeriousPeople=true
}


trophy {
    # Legacy value. For actual configuration, see 'trophyDropChanceFormula'
    D:trophyDropChance=0.001

    # Formula for calculating trophy drop chance. Trophy drops when result is positive.
    S:trophyDropChanceFormula=let([bias=rand()/4, selection=rand()], (looting + bias) * chance - selection)
}


