# Configuration file

START: "/CustomDISkins/PainterlyStyle/skin.cfg"
"skin config" {

    sizes {
        I:BackgroundHeight=51
        I:BackgroundWidth=49
        I:FrameHeight=64
        I:FrameWidth=178
        I:HealthBarHeight=17
        I:HealthBarWidth=112
        I:MobTypeSizeHeight=18
        I:MobTypeSizeWidth=18
        I:NamePlateHeight=12
        I:NamePlateWidth=112
        I:PotionBoxHeight=22
        I:PotionBoxSidesWidth=4
    }

    positions {
        I:BackgroundXOffset=-4
        I:BackgroundYOffset=-4
        I:FrameXOffset=-15
        I:FrameYOffset=-5
        I:HealthBarXOffset=49
        I:HealthBarYOffset=13
        I:MobPreviewOffsetX=-4
        I:MobPreviewOffsetY=-3
        I:MobTypeOffsetX=-13
        I:MobTypeOffsetY=39
        I:NamePlateXOffset=49
        I:NamePlateYOffset=0
        I:PotionBoxOffsetX=48
        I:PotionBoxOffsetY=31
    }

    textsettings {
        S:HealthTextColor=FFFFFF
        S:NameTextColor=FFFFFF
    }

    info {
        S:Author=rich1051414
        S:SkinName=Clean
    }

    ordering {
        I:BackgroundOrder=1
        I:FrameOrder=5
        I:HealthBarOrder=3
        I:HealthBarTextOrder=8
        I:MobPreviewOrder=2
        I:MobTypeOrder=6
        I:NamePlateOrder=4
        I:NamePlateTextOrder=9
        I:PotionBoxOrder=7
    }

}


END: "/CustomDISkins/PainterlyStyle/skin.cfg"

START: "/config/AppleCore.cfg"
##########################################################################################################
# client
#--------------------------------------------------------------------------------------------------------#
# These config settings are client-side only
##########################################################################################################

client {
    # If true, shows your food exhaustion as a progress bar behind the hunger bars
    B:show.food.exhaustion.hud.underlay=true

    # If true, adds a line that shows your hunger, saturation, and exhaustion level in the F3 debug overlay
    B:show.food.stats.in.debug.overlay=true

    # If true, shows the hunger (and saturation if show.saturation.hud.overlay is true) that would be restored by food you are currently holding
    B:show.food.values.hud.overlay=true

    # If true, shows the hunger and saturation values of food in its tooltip while holding SHIFT
    B:show.food.values.in.tooltip=true

    # If true, shows your current saturation level overlayed on the hunger bar
    B:show.saturation.hud.overlay=true
}


END: "/config/AppleCore.cfg"

START: "/config/ArtifactEffects.cfg"
effects {
    B:AdrenalinePump=true
    B:AirWalking=true
    B:Baking=true
    B:Excavation=true
    B:Exploding=true
    B:ExplodingArrows=true
    B:ExtraDamage=true
    B:Fireballs=true
    B:FirstAidKit=true
    B:FoodSaturation=true
    B:Harvesting=true
    B:Healing=true
    B:Illumination=true
    B:JumpBoost=true
    B:KnockbackResist=true
    B:Lightning=true
    B:MassWeb=true
    B:MaxHealth=true
    B:Mining=true
    B:MoveSpeed=true
    B:MusicPlayer=true
    B:NightVision=true
    B:Obscurity=true
    B:OreFinder=true
    B:RepairOther=true
    B:Resistance=true
    B:Resurrection=true
    B:ToolRepair=true
    B:Value=true
    B:WaterBreathing=true
}


END: "/config/ArtifactEffects.cfg"

START: "/config/Artifacts.cfg"
baubles {
    # If true, if Baubles is installed, the continuous effects of artifacts which can go in the
    # Baubles slots will only work when the artifacts are in the slots.
    B:"Artifacts must be equipped when Baubles installed?"=true
}


entities {
    I:"Golem ID"=3
}


##########################################################################################################
# general
#--------------------------------------------------------------------------------------------------------#
# These settings dictate how item names are displayed.
##########################################################################################################

general {
    B:Adjectives=true
    B:Enchantments=true
    B:Material=true
}


##########################################################################################################
# rendering
#--------------------------------------------------------------------------------------------------------#
# Determines some options on invisible blocks
##########################################################################################################

rendering {
    # Set this to false to disable bounding boxes on invisible blocks.
    # ALERT: without bounding boxes you will not be able to destroy them!
    # This is only recommended for playing adventure maps.
    B:BoundInvis=true

    # Set this to true to render invisible blocks.  Even when false, they will render in your inventory.
    B:RenderInvis=false

    # Set to false to disable rendering of item names on display pedesals
    B:RenderNames=false

    # Sets the rendering type for swords in arrow traps.
    # Default is 'blade' which attempts to maintain the jaggy nature of the vanilla sword.
    # 'blade_alt' uses a smaller texture, maintaining strait lines and mirroring the vanilla item as closely as possible.
    # Additional textures can be created and set here as well, if desired, without replacing existing textures.
    S:TrapSwordIcon=blade

    # Sets the package the icons should be pulled from.
    # Default is 'artifacts' which pulls the default icons.
    # Not sure where this points otherwise.
    S:TrapSwordPackage=artifacts
}


##########################################################################################################
# spawning
#--------------------------------------------------------------------------------------------------------#
# These settings alter the spawning rarity of artifacts in the various chests.
# Lower is rarer, higher is more common.  By default pyramids and temples generate ~2 total.
# Cross-Mod Treasure String ('ProceeduralGeneration') is for inter-mod treasure gen.
##########################################################################################################

spawning {
    I:Blacksmith=1
    I:Dungeons=0
    I:Mineshafts=0
    I:Pyramids=4
    I:Stronghold_Corridor=1
    I:Stronghold_Crossing=3
    I:Stronghold_Library=6
    I:Temples=8
    I:WizTowers=10
    I:crossModTreasureString_ProceeduralGeneration=5
}


##########################################################################################################
# worldgen
#--------------------------------------------------------------------------------------------------------#
# By default this mod alters worldgen slightly, adding more and different traps to
# pyramids, temples, and strongholds as well as quicksand 'lakes'.
# These may be disabled individually.
# To disable the towers, set their weights to 0.
##########################################################################################################

worldgen {
    # Enables the blacklist for worldgen.  If enabled, world gen objects will never generate in blacklisted dimensions.
    # Blacklist will override whitelist.  -1 and 1 (Nether and End) are always blacklisted.
    B:"Dimension Blacklist Enable"=false
    I:"Dimension Blacklist List" <
        -1
        1
     >

    # Enables the whitelist for worldgen.  If enabled, world gen objects will only generate in whitelisted dimensions.
    B:"Dimension Whitelist Enable"=false
    I:"Dimension Whitelist List" <
        0
     >
    I:"Large Wizard Tower (with anti-builders) Weight"=3
    I:"Large Wizard Tower Ruins Weight"=3
    I:"Medium Wizard Tower Ruins Weight"=4
    I:"Medium Wizard Tower Weight"=4
    B:"Mystcraft Libraries"=true
    B:"Pyramids "=true
    B:"Quicksand Pits"=true

    # The lower the number, the more quicksand pits will generate. Minimum is 1.
    I:"Quicksand Rarity"=60
    I:"Small Wizard Tower Ruins Weight"=5
    I:"Small Wizard Tower Weight"=5
    B:"Strongholds "=true
    B:"Temples "=true
    B:"Use Antibuilders"=true

    # The lower the number, the more wizard towers will generate. Minimum is 1.
    I:"Wizard Tower Rarity"=30
}


END: "/config/Artifacts.cfg"

START: "/config/Backpack.cfg"
general {
    # ##############
    # If true normal backpack requires a chest in the middle
    # ##############
    B:airshipModCompatibility=false

    # ##############
    # Number of slots a backpack has
    # valid: integers 1-128
    # ##############
    I:backpackSlotsL=54

    # ##############
    # Number of slots a backpack has
    # valid: integers 1-128
    # ##############
    I:backpackSlotsS=27

    # ##############
    # If true big backpacks can only crafted by upgrading a small one
    # ##############
    B:bigByUpgradeOnly=false

    # ##############
    # If true small backpacks are not craftable
    # ##############
    B:disableBackpacks=false

    # ##############
    # If true big backpacks are not craftable
    # ##############
    B:disableBigBackpacks=false

    # ##############
    # If true ender backpacks are not craftable
    # ##############
    B:disableEnderBackpack=false

    # ##############
    # If true workbench backpacks are not craftable
    # ##############
    B:disableWorkbenchBackpack=false

    # ##############
    # Example:
    # disallowItems:1,5:2,ingotSilver
    # 
    # This will disallow stone, birch wood planks and any type of silver ingots in backpacks.
    # ##############
    S:disallowItems=

    # ##############
    # Recipe to craft ender backpack
    # 0 ender chest
    # 1 eye of the ender
    # ##############
    I:enderRecipe=0

    # ##############
    # Number of backpacks a player can have in his inventory
    # valid: integers 0-36
    # 0 = unlimited
    # ##############
    I:maxBackpackAmount=0

    # ##############
    # If true you can only open a backpack that you wear in the extra slot
    # ##############
    B:openOnlyWornBackpacks=false

    # ##############
    # If true the backpack 3D model will be rendered.
    # ##############
    B:renderBackpackModel=true
}


END: "/config/Backpack.cfg"

START: "/config/BetterTitleScreen.cfg"
"custom text" {
    # Insert the text you want here.(Supports multiple lines) [default: [§4B§6E§eT§2T§3E§1R §5T§4I§6T§eL§2E §3S§1C§5R§4E§6E§eN]]
    S:Text <
        §4B§6E§eT§2T§3E§1R §5T§4I§6T§eL§2E §3S§1C§5R§4E§6E§eN
     >
}


general {
    # Show which version of Forge Mod Loader (FML) the client is running. [default: false]
    B:"Show FML version"=false

    # Show which version of Minecraft Forge the client is running. [default: false]
    B:"Show Forge version"=false

    # Show which version of Minecraft the client is currently running. [default: true]
    B:"Show MC version"=true

    # Show which version of Minecraft Coder Pack (MCP) the client is running. [default: false]
    B:"Show MCP version"=false

    # Show how many mods is loaded. [default: true]
    B:"Show mods loaded"=true
}


END: "/config/BetterTitleScreen.cfg"

START: "/config/BiblioCraft.cfg"
##########################################################################################################
# blocks enabled
#--------------------------------------------------------------------------------------------------------#
# Here you can disable or re-enable any blocks or items you choose. Change value to false to disable selected block or item.
##########################################################################################################

"blocks enabled" {
    B:Armorstand=true
    B:AtlasBook=true
    B:AtlasEternalCompass=true
    B:BigBook=true
    B:Bookcase=true
    B:Clipboard=true
    B:Clock=true
    B:CookieJar=true
    B:DeskBell=true
    B:DinnerPlate=true
    B:DiscRack=true
    B:FancySign=true
    B:FancyWorkbench=true
    B:FurniturePaneler=true
    B:HandDrill=true
    B:Lamp=true
    B:Lantern=true
    B:Lock=true
    B:MapFrame=true
    B:PaintingFrames=true
    B:PlumbLine=true
    B:Potionshelf=true
    B:PrintpressTypeMachine=true
    B:Readingglasses=true
    B:Redstonebook=true
    B:ScrewGun=true
    B:Seat=true
    B:Shelf=true
    B:SlottedBook=true
    B:SwordPedestal=true
    B:Table=true
    B:Tapemeasure=true
    B:TesterItem=true
    B:Toolrack=true
    B:Typewriter=true
    B:WaypointCompass=true
    B:Weaponcase=true
    B:WoodDesk=true
    B:WoodLabel=true
}


"custom enchantments" {
    I:DeathCompassEnchant=197
    I:ReadingEnchant=196
}


defaultbigbooktextscale {
    # This value will set the default text scale of text in the Big Book. Choose a positive integer between 0 and 7. 0 is the smallest scale and 7 is the largest scale. [range: 0 ~ 7, default: 0]
    I:general=0
}


"force fast render" {
    B:Case=false
    B:DinnerPlate=false
    B:DiscRack=false
    B:FancySign=true
    B:Label=true
    B:PotionShelf=true
    B:Shelf=false
    B:Table=false
    B:ToolRack=false
}


general {
    # These are keywords that add additional support for more types of discs and items that are allowed to be placed on the disc rack. Add more keywords if you wish to allow more types of items to be displayed
    S:AdditionalDiscs=disc, disk

    # These are keywords that add additional support for more types of potions and items. Add more keyworks if you wish to allow more types of items to be displayed.
    S:AdditionalPotions=essence, mead, bottle, test, element, molecule, can, capsule, cell, catalyst, ambrosia, honey pot, dissipation, vial, juice

    # These are the names of additional tools that can be added to the Tool Rack. Added keywords will allow additional items to be placed on this block.
    S:AdditionalTools=sprayer, wand, rod, scepter, wrench, screwdriver, meter, handsaw, gun, cutter, scoop, soldering, painter, reader, shovel, grafter, pickaxe, pipette, magnifying, sword, axe, hammer

    # Should blank books be allowed on Bookcases? (true or false)
    B:AllowEmptyBooks=false

    # These are the keywords that are compared against the item names to determine if the item can be placed on a Bookcase. Add more keywords if needed.
    S:AllowedBooks=book, map, journal, plan, thaumonomicon, necronomicon, lexicon, print, notes, spell, library, tome, encyclopedia

    # Setting this to false will deactivate the redstone signal output from seats when a player is sitting
    B:ChairRedstone=true

    # Setting this to false will permanently disable update checking
    B:CheckForUpdates=true

    # Setting this to true will disable all renderers. This will allow a world to be loaded and a problem item removed from a BiblioCraft block in case of a rendering related crash.
    B:DisableRenderers=false

    # Setting this to false will disable light emission from the Shelf, Label, Display Case and Table when a block that gives off light is placed on them.
    B:EnableLightEmission=true
    B:EnableLockAndKeyRecipe=false

    # This will multiply the cost of copying enchanted books on the typesetting table. Please enter a positive integer value. Default is 10. Setting this to 1 would make the enchatment cost 1/10 the level default cost.
    I:EnchantmentCostMultiplyer=10

    # Default is 1 update per 10 ticks, just like Item Frames. The number indicates how many ticks before an update packet is sent to clients. Lower numbers means more, faster updates.
    I:MapUpdateRate=10

    # This will set the max number of uses an Enchanted Plate has before breaking. Default is 3.
    I:MaxEnchantedPlateUses=3

    # Setting to true renders a shadow behind the text seen with the reading glasses. This can improve visability quite a bit, but sometimes doesn't render correctly. Try at your own discretion.
    B:RenderTextShadow=false

    # If this is set to true, various models will use their own dedicated texture sheet, otherwise, models will use textures from vanilla planks. Supports Bookcase, Potion Shelf, Generic Shelf, Tool Rack, Display Case, and Label.
    B:UseTextureSheets=false
}


##########################################################################################################
# stored variables
#--------------------------------------------------------------------------------------------------------#
# These are the variables used by BiblioCraft to track if the player has already recieved an update message for a new version. These should not need to be edited.
##########################################################################################################

"stored variables" {
    S:lastVersionChecked=1.10.3
}


##########################################################################################################
# text colors
#--------------------------------------------------------------------------------------------------------#
# This is were you can change the color of the text rendered on blocks when using the reading glasses. The value given is a combined RGB value. For ex. 16777215=white, 255=red, 65280=green, 16711680=blue, 16776960=aqua. A google search for these values can assit in finding a chart to show colors and codes.
##########################################################################################################

"text colors" {
    I:ReadingGlassesTextColor=16777215
}


END: "/config/BiblioCraft.cfg"

START: "/config/CarpentersBlocks.cfg"
blocks {
    B:"Enable Barrier"=true
    B:"Enable Bed"=true
    B:"Enable Button"=true
    B:"Enable Collapsible Block"=true
    B:"Enable Daylight Sensor"=true
    B:"Enable Door"=true
    B:"Enable Flower Pot"=true
    B:"Enable Garage Door"=true
    B:"Enable Gate"=true
    B:"Enable Hatch"=true
    B:"Enable Ladder"=true
    B:"Enable Lever"=true
    B:"Enable Pressure Plate"=true
    B:"Enable Safe"=true
    B:"Enable Slope"=true
    B:"Enable Stairs"=true
    B:"Enable Torch"=true
}


features {
    # This allows restricted blocks to be used as covers.
    # Add your own by supplying the display name for the block (en_US only).
    S:"Cover Exceptions" <
        Silverwood Planks
        Greatwood Planks
        Thatch
     >
    B:"Enable Chisel Designs"=true
    B:"Enable Covers"=true
    B:"Enable Dye Colors"=true

    # This will enable players to cover blocks with glowstone dust to make them illuminate.
    B:"Enable Illumination"=true
    B:"Enable Overlays"=true

    # This will prevent players besides you and server operators from editing your objects.
    # Note: this does not protect objects against destruction (intentional), and may allow activation if appropriate. Also, the Carpenter's Safe is not affected by this.
    B:"Enable Ownership"=true

    # This controls whether panes (used in doors, hatches, and other blocks) should render on alpha pass.
    # This is needed to allow translucent window glass, for instance.
    B:"Enable Pane Alpha Rendering"=true
    B:"Enable Side Covers"=true

    # This controls whether torches extinguish themselves when exposed to rain or snow.
    B:"Enable Torch Weather Effects"=true

    # This maps items to overlays.
    # Items are prefixed with display names (en_US only).
    # Overlay suffixes are :grass, :snow, :web, :vine, :hay, :mycelium
    S:"Overlay Definitions" <
        Seeds:grass
        Snowball:snow
        String:web
        Vines:vine
        Wheat:hay
        Mushroom:mycelium
     >

    # When enabled, unobstructed stationary fluid adjacent to block will render in the block space.
    # Note: when enabled, you may experience noticeable chunk update lag spikes.
    B:"Routable Fluids"=false

    # This controls the smoothness of the slope faces.
    # Note: smoothness of 2 is similar to stairs, while a value above 25 is generally fluid.
    I:Smoothness=2
}


items {
    B:"Enable Chisel"=true
    B:"Enable Hammer"=true
    B:"Enable Tile"=true
    I:"Vanilla Tool Uses"=400
    B:"Vanilla Tools Damageable"=true
    D:itemHammerDamageChanceFromCollapsible=0.2
    D:itemHammerDamageChanceFromSlopes=0.75
    D:itemHammerDamageChanceFromStairs=1.0
}


"recipe quantities" {
    I:Barrier=4
    I:Bed=1
    I:Block=5
    I:Button=1
    I:"Collapsible Block"=9
    I:"Daylight Sensor"=1
    I:Door=1
    I:"Flower Pot"=1
    I:"Garage Door"=8
    I:Gate=1
    I:Hatch=1
    I:Ladder=4
    I:Lever=1
    I:"Pressure Plate"=1
    I:Safe=1
    I:Slope=6
    I:Stairs=4
    I:Tile=12
    I:Torch=8
}


END: "/config/CarpentersBlocks.cfg"

START: "/config/DIAdvancedCompatibility.cfg"
"biomes o plenty" {

    ##########################################################################################################
    # glob
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    glob {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # wasp
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    wasp {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # junglespider
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    junglespider {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # phantom
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    phantom {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # pixie
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    pixie {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # bird
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    bird {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # rosester
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    rosester {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

}


"minefactory reloaded" {

    ##########################################################################################################
    # mfrentitypinkslime
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    mfrentitypinkslime {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

}


"nether ores" {

    ##########################################################################################################
    # netheroreshellfish
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    netheroreshellfish {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

}


openblocks {

    ##########################################################################################################
    # luggage
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    luggage {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # minime
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    minime {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

}


"random things" {

    ##########################################################################################################
    # spirit
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    spirit {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

}


"turkey utility" {

    ##########################################################################################################
    # damageskeleton
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    damageskeleton {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # duck
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    duck {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # rhea
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    rhea {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # turkey
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    turkey {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # voxel
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    voxel {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

}


vanilla {

    ##########################################################################################################
    # cow
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    cow {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # monster
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    monster {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # villager
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    villager {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # ozelot
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    ozelot {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=25.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # bat
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    bat {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # wolf
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    wolf {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # spider
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    spider {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # giant
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    giant {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # creeper
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    creeper {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # chicken
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    chicken {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # pigzombie
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    pigzombie {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # sheep
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    sheep {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # villagergolem
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    villagergolem {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=16.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # ghast
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    ghast {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=7.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-20.0
    }

    ##########################################################################################################
    # enderman
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    enderman {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=15.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # snowman
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    snowman {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # mob
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    mob {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # claygolem
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    claygolem {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # squid
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    squid {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-17.0
    }

    ##########################################################################################################
    # lavaslime
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    lavaslime {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=5.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=2.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # blaze
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    blaze {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # cavespider
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    cavespider {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # entityhorse
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    entityhorse {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # slime
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    slime {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=5.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=2.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # zombie
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    zombie {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # mushroomcow
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    mushroomcow {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # silverfish
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    silverfish {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # witherboss
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    witherboss {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=15.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=5.0
    }

    ##########################################################################################################
    # enderdragon
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    enderdragon {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # skeleton
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    skeleton {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # pig
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    pig {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

    ##########################################################################################################
    # witch
    #--------------------------------------------------------------------------------------------------------#
    # These settings are to help other modders and users to make custom mobs fit correctly in the preview window.
    ##########################################################################################################

    witch {
        # Append Baby to this entity type if it is a baby.
        B:Append_Baby_Name=true

        # If and how much to scale the mob is a baby.
        D:Baby_Scale_Modifier=2.0

        # Should the portrait display should ignore this entity entirely?
        B:Ignore_This_Mob=false

        # Entities Name to use if overriden.
        S:Name=

        # How much to upscale the mob. 0 will cause it to disappear entirely. 22 is OK for most mobs
        S:Scale_Factor=22.0

        # If and how much to scale the mob is it has a size modifier(like slimes)
        S:Size_Modifier=0.0

        # How much to nudge the mob display horizontally. 0 is default, negative numbers to move left, positive for right.
        S:X_Offset=0.0

        # How much to nudge the mob display vertically. 0 is default, negative numbers to move up, positive for down.
        S:Y_Offset=-5.0
    }

}


END: "/config/DIAdvancedCompatibility.cfg"

START: "/config/DamageIndicatorsMod.cfg"
##########################################################################################################
# debug
#--------------------------------------------------------------------------------------------------------#
# Debugging Options
##########################################################################################################

debug {
    # Looking at an entity and crouching will output the entities class name and copy to clipboard.
    B:DebugEntityClass=false
}


##########################################################################################################
# internal
#--------------------------------------------------------------------------------------------------------#
# Don't Modify these settings unless explicitly told to or if you know what you are doing.
#  This could result in the lose of settings or an unexpected crash.
##########################################################################################################

internal {
    S:version=1
}


##########################################################################################################
# popoffs
#--------------------------------------------------------------------------------------------------------#
# These Settings effect the digits that bounce off mobs when they take damage.
##########################################################################################################

popoffs {

    ##########################################################################################################
    # behavior
    #--------------------------------------------------------------------------------------------------------#
    # This subcategory holds behavioral settings to do with PopOffs.
    ##########################################################################################################

    behavior {
        # This sets how powerful the initial bounce is. All positive numbers accepted, 1.5 is default.
        D:Bounce_Strength=1.5

        # Set this to false to disable damage pop offs. Typically Set using the in game gui.('.' Period is the default keybinding)
        B:Enabled=true

        # Change this to change the speed that the damage indicators fall, low numbers prevent falling numbers entirely. All positive numbers accepted, 0.8 is default.
        D:Gravity=0.800000011920929

        # How long the damage indicator lasts before disappearing. Defaults to 12. Decimals not accepted, whole numbers only.
        I:Lifespan=12

        # This sets how far to send damage alerts to clients.
        I:Range=30

        # Pop off critical when a critical strike lands.
        B:ShowCriticalHits=true

        # The size of the digits that bounce off mobs, defaults to 3.0
        D:Size=3.0

        # 0 = Disable, 1 = Only alert when update is available, 2 = Normal Behavior.
        I:UpdateBehavior=2
    }

    ##########################################################################################################
    # appearance
    #--------------------------------------------------------------------------------------------------------#
    # This subcategory holds appearance settings to do with PopOffs.
    ##########################################################################################################

    appearance {
        # When true, the particles will always render in front, otherwise, only if you can directly see the mob.
        B:Always_Render=false

        # When building the font file for the damage indicator, use the texture pack specific font. Default true, set to false to use the default font.
        B:Build_TexturePack_Font=true
        S:Color=ffaa00

        # The color of the digits on heals. Must use a 3 byte 16-bit(hex) RGB value here, also known as html notation. Defaults to 00FF00(Green).
        S:Heal_Color=ff00

        # The color of the digits. Must use a 3 byte 16-bit(hex) RGB value here, also known as html notation. Defaults to FFFF00(Yellow).
        D:Scale_Smoothing_Filter=0.0

        # Number between 1.0 and 0.0 that controls how transparent the digits are. 1.0 means no transparency.
        D:Transparency=1.0

        # Use drop shadows on popoffs.
        B:useDropShadows=true
    }

}


##########################################################################################################
# portrait
#--------------------------------------------------------------------------------------------------------#
# These Settings effect the current health portrait window on the hud.
##########################################################################################################

portrait {

    ##########################################################################################################
    # behavior
    #--------------------------------------------------------------------------------------------------------#
    # This subcategory holds behavioral settings to do with Portraits.
    ##########################################################################################################

    behavior {
        # If the portrait is not visible for you or renders incorrectly, set this to true.
        B:AlternateRenderMethod=false

        # Should the debug window(F3) Hide the portrait window.
        B:DebugHidesWindow=true

        # Set to false to Disable.
        B:Enable=true

        # Only set this to true if you have rendering problems. It can decrease preformance.
        B:HighCompatibilityMode=false

        # How long the Portrait will stay after you are no longer targetting a mob. -1 to last forever or until the mob is unloaded.
        I:Portrait_Lifetime=160

        # How long the Portrait will stay after you are no longer targetting a mob. -1 to last forever or until the mob is unloaded.
        B:"Show Potion Effects"=true

        # Hide boss health bars.
        B:SupressBossHealth=false
    }

    ##########################################################################################################
    # appearance
    #--------------------------------------------------------------------------------------------------------#
    # This subcategory holds appearance settings to do with Portraits.
    ##########################################################################################################

    appearance {
        # Change the size of the portrait preview.
        D:Gui_Scale=0.7599999904632568

        # When true, mobs in the portrait are locked in place. When false, they turn the same same as they are turning in the world.
        B:Lock_Mob_Position=true

        # The Currently Selected Skin Path.
        S:Portrait_Skin=/assets/defaultskins/default/

        # This is typically set from the repositioning Gui in game, but added here for modpacks.
        I:Portrait_xPos=15

        # This is typically set from the repositioning Gui in game, but added here for modpacks.
        I:Portrait_yPos=15

        # The range that mouse overing mobs will display their health.
        I:Range=30
    }

}


END: "/config/DamageIndicatorsMod.cfg"

START: "/config/DynamicLights_dropItems.cfg"
general {
    # Item IDs that shine light when dropped in the World.
    S:LightItems=torch,glowstone=12,glowstone_dust=10,lit_pumpkin,lava_bucket,redstone_torch=10,redstone=10,golden_helmet=14,easycoloredlights:easycoloredlightsCLStone=-1

    # Item IDs that do not shine light when dropped and in water, have to be present in LightItems.
    S:TurnedOffByWaterItems=torch,lava_bucket

    # Update Interval time for all Item entities in milliseconds. The lower the better and costlier.
    I:"update Interval"=1000
}


END: "/config/DynamicLights_dropItems.cfg"

START: "/config/DynamicLights_entityClasses.cfg"
general {
    # Update Interval time for all Entities in milliseconds. The lower the better and costlier.
    I:"update Interval"=1000
}


END: "/config/DynamicLights_entityClasses.cfg"

START: "/config/DynamicLights_floodLights.cfg"
general {
    # Item IDs that shine floodlight while held.
    S:FloodLightItems=ender_eye

    # instead of simulating a cone of light (EXPENSIVE!!), simulates a single point light
    B:simpleMode=true
}


END: "/config/DynamicLights_floodLights.cfg"

START: "/config/DynamicLights_mobEquipment.cfg"
general {
    # Item and Armor IDs that shine light when found on any EntityLiving. Syntax: ItemID:LightValue, seperated by commas
    S:LightItems=torch,glowstone=12,glowstone_dust=10,lit_pumpkin,lava_bucket,redstone_torch=10,redstone=10,golden_helmet=14,easycoloredlights:easycoloredlightsCLStone=-1

    # Update Interval time for all EntityLiving in milliseconds. The lower the better and costlier.
    I:"update Interval"=1000
}


END: "/config/DynamicLights_mobEquipment.cfg"

START: "/config/DynamicLights_onFire.cfg"
general {
    # Update Interval time for all burning EntityLiving, Arrows and Fireballs in milliseconds. The lower the better and costlier.
    I:"update Interval"=1000
}


END: "/config/DynamicLights_onFire.cfg"

START: "/config/DynamicLights_otherPlayers.cfg"
general {
    # Item IDs that shine light while held. Armor Items also work when worn. [ONLY ON OTHERS] Syntax: ItemID[-MetaValue]:LightValue, seperated by commas
    S:LightItems=torch,glowstone=12,glowstone_dust=10,lit_pumpkin,lava_bucket,redstone_torch=10,redstone=10,golden_helmet=14,easycoloredlights:easycoloredlightsCLStone=-1

    # Update Interval time for all other player entities in milliseconds. The lower the better and costlier.
    I:"update Interval"=1000
}


END: "/config/DynamicLights_otherPlayers.cfg"

START: "/config/DynamicLights_thePlayer.cfg"
general {
    # Item IDs that shine light while held. Armor Items also work when worn. [ONLY ON YOURSELF]
    S:LightItems=torch,glowstone=12,glowstone_dust=10,lit_pumpkin,lava_bucket,redstone_torch=10,redstone=10,golden_helmet=14,golden_horse_armor=15,easycoloredlights:easycoloredlightsCLStone=-1

    # Item IDs that do not shine light when held in water, have to be present in LightItems.
    S:TurnedOffByWaterItems=torch,lava_bucket
}


END: "/config/DynamicLights_thePlayer.cfg"

START: "/config/ESM.cfg"
"advanced mobs" {
    B:"Attack Evasion"=true

    # Skip the Mob Bomb list and allow everything!
    B:"Mob Bomb All"=true
    I:"Mob Bomb Rarity"=9
    I:"Mob Bombs" <
        52
     >
    I:"Potion Buff Chance (0-100)"=1

    # List of all the valid potion IDs a mob can spawn with. Amplifier is always x1
    I:"Potion Buff List" <
        14
        12
        5
        1
     >
    I:"Wither Skeleton Rarity"=9
    B:"Wither Skeletons"=true
}


blaze {
    I:"Dimension Blacklist" <
     >
    I:Fireballs=9
    I:Rarity=9
    B:Spawn=true
}


creeper {
    B:Breaching=true
    B:Napalm=true
    B:Powered=true
    I:"Powered Rarity"=9
}


enderman {
    # Valid Endermen Modes (Slender, Normal)
    S:Mode=Slender
    B:"Player Teleport"=true
}


ghast {
    B:Breaching=true
    I:"Dimension Blacklist" <
     >
    D:"Fire Delay"=1.0
    D:"Fire Distance"=64.0
    I:Rarity=9
    B:Spawn=false
}


main {
    I:"AI Exempt Mob IDs" <
     >
    B:"Allow Sleep"=false

    # If set to true, ESM will not check whether the entity is a mob or not when setting up new AI
    B:"Ambiguous AI"=true
    B:"Apocalypse Mode"=false
    I:"Awareness Radius"=64
    B:"Chaos Mode"=false

    # Forces non pathing mobs to attack from further away. Can cause additional lag
    B:"Force Non-AI Pathing"=false

    # Keeps mobs with an active target from despawning. Can causes issues with chunk loading/unloading
    B:"Keep Loaded"=false

    # Reduces spawning safe zone from 24 blocks to 8 and makes mobs require only basic conditions to spawn
    B:"More Spawning"=true
    I:"Pathing Cap"=16

    # If set to fales, mobs can use much longer routes to get to their target
    B:"Quick Pathing"=false

    # The amount of ticks of resistance given to the player after changing dimensions
    I:"Resistance Cooldown"=200
    B:"Villager Targeting"=true
    B:"Xray Mobs"=true
}


skeleton {
    I:"Arrow Error"=0
    I:"Fire Distance"=64
}


spider {
    I:"Webbing Chance (0-100)"=25
}


##########################################################################################################
# world
#--------------------------------------------------------------------------------------------------------#
# For the main list of options please refer to the ESM_Options.cfg file in your world directory.
##########################################################################################################

world {
    # Whether the player should fall into the overworld from the new End
    B:"Fall From End"=true
    I:"Fort Dimensions" <
        0
     >
    I:"Fort Distance"=1024
    I:"Fort Rarity"=100
    S:"Fort Spawner Types" <
        Zombie
        Creeer
        Skeleton
        CaveSpider
        Silverfish
        Spider
        Slime
        Witch
     >
    B:"Spawn Forts"=true
    B:"Use New End"=false
    B:"Use New Nether"=false
}


zombie {
    B:Diggers=true

    # Blacklisted blocks for digging (Add ':#' for metadata e.g. 'minecraft:wool:1')
    S:"General Griefable Blocks" <
        minecraft:furnace
        minecraft:crafting_table
        minecraft:melon_stem
        minecraft:pumpkin_stem
        minecraft:fence_gate
        minecraft:melon_block
        minecraft:pumpkin
        minecraft:glass
        minecraft:glass_pane
        minecraft:stained_glass
        minecraft:stained_glass_pane
        minecraft:carrots
        minecraft:potatoes
        minecraft:brewing_stand
        minecraft:enchanting_table
        minecraft:cake
        minecraft:ladder
        minecraft:wooden_door
        minecraft:farmland
        minecraft:bookshelf
        minecraft:sapling
        minecraft:bed
        minecraft:fence
     >
    B:Infectious=true
    B:"Need Required Tools"=true

    # How many blocks to give zombies to pillar up with
    I:"Pillaring Blocks"=64
    B:"Zombies Build Traps"=true
}


END: "/config/ESM.cfg"

START: "/config/ExtraTiC.cfg"
debugger {
    B:debug_mode=false
}


"metallurgy 3 base alloy ratios" {
    # Gold, Iron, Angmallen
    I:angmallenRatio <
        1
        1
        2
     >

    # Iron, Bronze, Damascus Steel
    I:damascusSteelRatio <
        1
        1
        2
     >

    # Gold, Bronze, Hepatizon
    I:hepatizonRatio <
        1
        1
        2
     >

    # Iron, Maganese, Steel
    I:steelRatio <
        1
        1
        2
     >
}


"metallurgy 3 end alloy ratios" {
    # Eximite, Meutoite, Desichalkos
    I:desichalkosRatio <
        1
        1
        2
     >
}


"metallurgy 3 fantasy alloy ratios" {
    # Infuscolium, Deep Iron, Black Steel
    I:blackSteelRatio <
        1
        1
        2
     >

    # Orichalcum, Platinum, Celenegil
    I:celenegilRatio <
        1
        1
        2
     >

    # Mithril, Rubracium, Haderoth
    I:haderothRatio <
        1
        1
        2
     >

    # Mithril, Silver, Quicksilver
    I:quicksilverRatio <
        1
        1
        2
     >

    # Adamantine, Atlarus, Tartarite
    I:tartariteRatio <
        1
        1
        2
     >
}


"metallurgy 3 nether alloy ratios" {
    # Kalendrite, Platinum, Amordrine
    I:amordrineRatio <
        1
        1
        2
     >

    # Alduorite, Ceruclase, Inolashite
    I:inolashiteRatio <
        1
        1
        2
     >

    # Shadow Iron, Leumrite, Shadow Steel
    I:shadowSteelRatio <
        1
        1
        2
     >
}


"metallurgy 3 precious alloy ratios" {
    # Copper, Zinc, Brass
    I:brassRatio <
        1
        1
        2
     >

    # Gold, Silver, Electrum
    I:electrumRatio <
        1
        1
        2
     >
}


"mod support" {
    B:appliedEnergistics=true
    B:biomesOPlenty=true
    B:funStuff=true
    B:mekanism=true
    B:metallurgy=true
    B:natura=true
    B:tinkersSteelWorks=true
}


END: "/config/ExtraTiC.cfg"

START: "/config/ExtraUtilities.cfg"
blocks {
    B:AngelBlockEnabled=true
    B:BUDBlockEnabled=true
    B:BedrockiumBlockEnabled=true
    B:ChandelierEnabled=true
    B:CobblestoneComprEnabled=true
    B:ColorBlockDataEnabled=true
    B:ConveyorEnabled=true
    B:CursedEarthEnabled=true
    B:CurtainEnabled=true
    B:Decorative_1Enabled=true
    B:Decorative_2Enabled=true
    B:DrumEnabled=true
    B:EnderLilyEnabled=true
    B:EnderMarkerEnabled=true
    B:EnderQuarryEnabled=true
    B:EnderQuarryUpgradeEnabled=true
    B:EnderThermicPumpEnabled=true
    B:EtherealBlockEnabled=true
    B:FilingCabinetEnabled=true
    B:Generator64Enabled=true
    B:Generator8Enabled=true
    B:GeneratorEnabled=true
    B:GreenScreenEnabled=true
    B:MagnumTorchEnabled=true
    B:PeacefultableEnabled=true
    B:PortalEnabled=true
    B:PureLoveBlockEnabled=true
    B:QEDEnabled=true
    B:SoundMufflerEnabled=true
    B:SpikeDiamondEnabled=true
    B:SpikeEnabled=true
    B:SpikeGoldEnabled=true
    B:SpikeWoodEnabled=true
    B:TimerBlockEnabled=true
    B:TradingPostEnabled=true
    B:TransferNodeEnabled=true
    B:TransferNodeRemoteEnabled=true
    B:TransferPipeEnabled=true
    B:TrashCanEnabled=true
}


client_options {
    B:disablePortalAnimation=false
}


"ender quarry power" {
    I:baseDrain=1800
    I:hardnessDrain=200
}


items {
    B:AngelRingEnabled=true
    B:BedrockiumIngotEnabled=true
    B:BuildersWandEnabled=true
    B:CreativeBuildersWandEnabled=true
    B:DestructionPickaxeEnabled=true
    B:DivisionSigilEnabled=true
    B:ErosionShovelEnabled=true
    B:EthericSwordEnabled=true
    B:GoldenBagEnabled=true
    B:GoldenLassoEnabled=true
    B:HealingAxeEnabled=true
    B:HeatingCoilEnabled=true
    B:LawSwordEnabled=true
    B:MicroBlocksEnabled=true
    B:PaintBrushEnabled=true
    B:PrecisionShearsIdEnabled=true
    B:ScannerEnabled=true
    B:SonarGogglesEnabled=true
    B:SoulEnabled=true
    B:TemporalHoeEnabled=true
    B:UnstableIngotEnabled=true
    B:UpgradeNodeEnabled=true
    B:WateringCanEnabled=true
}


options {
    I:EnderPumpDimensionExceptions <
     >
    I:deepDarkDimensionID=-100
    B:disableEnderPumpInAllDimensions=false
    B:disableMultiBlocksCreativeTab=false
    B:disableTransferNodeParticles=false
    B:disableWitherNoisesIfNotNearby=true
    I:lastMilleniumDimensionID=-112
    B:peacefulTableInAllDifficulties=false
    B:soulDrainResetsOnDeath=false
    B:unstableIngotsExplode=true
}


qedcrafting {
    # ItemStack names to enforce crafting in the QED
    S:QEDItems <
        tile.extrautils:extractor_base_remote.0
        tile.extrautils:extractor_base_remote.6
        item.extrautils:nodeUpgrade.5
        item.extrautils:nodeUpgrade.6
        tile.extrautils:magnumTorch
        tile.extrautils:endMarker
        tile.extrautils:extractor_base.12
        tile.extrautils:enderQuarryUpgrade.0
        tile.extrautils:extractor_base.13
     >

    # Internal version number to add/remove items in future updates. Set to -1 to disable auto-updates.
    I:QEDVersion=3
}


recipes {
    B:disableAdvFilingCabinet=false
    B:disableAltChestRecipe=false
    B:disableBuildersWandRecipe=false
    B:disableChandelierRecipe=false
    B:disableColoredBlocksRecipes=false
    B:disableCompressedCobblestoneRecipe=false
    B:disableConveyorRecipe=false
    B:disableCurtainRecipe=false
    B:disableDestructionPickaxeRecipe=false
    B:disableDivisionSiginInChests=false
    B:disableDrumRecipe=false
    B:disableEnderLiliesInDungeons=false
    B:disableEnderQuarryUpgradesRecipes=false
    B:disableEnderThermicPumpRecipe=false
    B:disableEnergyExtractionPipeRecipe=false
    B:disableEnergyPipeRecipe=false
    B:disableErosionShovelRecipe=false
    B:disableEtherealGlassRecipe=false
    B:disableEthericSwordRecipe=false
    B:disableFilingCabinet=false
    B:disableFilterPipeRecipe=false
    B:disableFilterRecipe=false
    B:disableGeneratorRecipe=false
    B:disableGoldenBagRecipe=false
    B:disableGoldenLassoRecipe=false
    B:disableHealingAxeRecipe=false
    B:disableMagnumTorchRecipe=false
    B:disableModSortingPipeRecipe=false
    B:disableNodeUpgradeSpeedRecipe=false
    B:disablePaintbrushRecipe=false
    B:disablePeacefulTableRecipe=false
    B:disablePeacefulWitherRecipe=false
    B:disableQEDIngotSmeltRecipes=false
    B:disableRainMufflerRecipe=false
    B:disableRationingPipeRecipe=false
    B:disableRedstoneClockRecipe=false
    B:disableRetrievalNodeLiquidRecipe=false
    B:disableRetrievalNodeRecipe=false
    B:disableReversingHoeRecipe=false
    B:disableSonarGogglesRecipe=false
    B:disableSortingPipeRecipe=false
    B:disableSoundMufflerRecipe=false
    B:disableSpikeRecipe=false
    B:disableSuperWateringCanRecipe=false
    B:disableTradingPostRecipe=false
    B:disableTransferNodeEnergyRecipe=false
    B:disableTransferNodeLiquidRecipe=false
    B:disableTransferNodeRecipe=false
    B:disableTransferPipeRecipe=false
    B:disableTrashCanRecipe=false
    B:disableUnstableIngotRecipe=false
    B:disableWateringCanRecipe=false
}


worldgen {
    I:retrogen_enderlillies=1
}


END: "/config/ExtraUtilities.cfg"

START: "/config/GanysMods/ganyssurface.cfg"
general {
    B:"Enable 1.8 Enchanting Table"=true
    B:"Enable 1.8 Stones"=true
    B:"Enable 1.8 style doors"=true
    B:"Enable 1.8 wood fences"=true

    # Vanilla items (hoppers, minecarts, etc) render in 3D in your inventory
    B:"Enable 3D rendering for vanilla items"=true
    B:"Enable Block of Charcoal"=true
    B:"Enable Chest Propellant"=true
    B:"Enable Cushion"=true
    B:"Enable Fertilised Soil"=true
    B:"Enable Icy Pickaxe"=true
    B:"Enable Ink Harvester"=true
    B:"Enable Iron Trapdoor"=true
    B:"Enable Iron/Chainmail armour dyeing"=true
    B:"Enable Lantern"=true
    B:"Enable Mutton"=true
    B:"Enable Prismarine stuff"=true
    B:"Enable Rain Detector"=true
    B:"Enable Rot"=true
    B:"Enable Silk Touching of mushroom blocks"=true
    B:"Enable Village Finder"=true
    B:"Enable Wooden Wrench"=true
    B:"Enable analisers"=true
    B:"Enable coarse dirt"=true
    B:"Enable coloured redsotne"=true
    B:"Enable cooked egg"=true
    B:"Enable disguised trapdoors"=true
    B:"Enable dislocators and block detector"=true
    B:"Enable dispenser action for shears"=true
    B:"Enable dynamic texture for wood chests"=false
    B:"Enable encasers"=true
    B:"Enable enderman to drop the blocks they are carrying"=true
    B:"Enable extra vanilla recipes (for name tags, cobwebs and etc)"=true
    B:"Enable inverted daylight sensor"=true
    B:"Enable item display"=true
    B:"Enable leaf walls"=true
    B:"Enable new sponge texture"=true
    B:"Enable organic matter compressor"=true
    B:"Enable paintings"=true
    B:"Enable pine cones"=true
    B:"Enable planter"=true
    B:"Enable pocket critters"=true
    B:"Enable re-dyeing carpets, clay, glass and panes"=true
    B:"Enable slime block"=true
    B:"Enable spawn eggs"=true
    B:"Enable wood specific chests"=true
    B:"Enable work tables"=true
    B:activateChocolate=true

    # Snow layers will get taller when it snows and shorter when it stops snowing
    B:enableDynamicSnow=true
    B:enablePoop=true
    B:enableQuiver=true
    B:enableTea=true
    B:enableWoodenArmour=true
    I:inkHarvesterMaxStrike=5
    I:maxLevelOMCWorks=15

    # If there are any players within this radius of an item thrown on the ground that item will not despawn.
    # -Set it to 0 to disable this feature.
    # -Set it to LESS THAN 0 and items will never despawn regardless of players being nearby.
    I:noDespawnRadius=0
    B:poopRandomBonemeals=true

    # Larger number means poop is LESS likely to happen
    I:poopingChance=15000

    # Larger number means temples are LESS likely to happen
    I:prismarineTempleChance=800
    B:shouldDoVersionCheck=true
}


"mod integration" {
    B:"Integrate Forestry"=true
    B:"Integrate Thaumcraft"=true
}


END: "/config/GanysMods/ganyssurface.cfg"

START: "/config/HungerOverhaul/HungerOverhaul.cfg"
##########################################################################################################
# custom field
#--------------------------------------------------------------------------------------------------------#
# Options for enabling and manipulating a custom field in Villages
##########################################################################################################

"custom field" {
    # Adds a custom field to villages [default: true]
    B:addCustomVillageField=true

    # Weighted chance for custom field to contain 'normal' crops [range: 0 ~ 2147483647, default: 70]
    I:fieldNormalWeight=70

    # Weighted chance for custom field to contain reeds [range: 0 ~ 2147483647, default: 10]
    I:fieldReedWeight=10

    # Weighted chance for custom field to contain pumpkins/melons [range: 0 ~ 2147483647, default: 10]
    I:fieldStemWeight=10
}


##########################################################################################################
# delays
#--------------------------------------------------------------------------------------------------------#
# Delays for various obtaining food related activities
##########################################################################################################

delays {
    # Multiplier applied to the delay between breeding entities [range: 0 ~ 2147483647, default: 4]
    I:breedingTimeoutMultiplier=4

    # Multiplier on the time it takes cactus to grow [range: 0 ~ 2147483647, default: 4]
    I:cactusRegrowthMultiplier=4

    # Multiplier applied to the delay before children become adults [range: 0 ~ 2147483647, default: 4]
    I:childDurationMultiplier=4

    # Multiplier on the time it takes cocoa to grow [range: 0 ~ 2147483647, default: 4]
    I:cocoaRegrowthMultiplier=4

    # Multiplier on the time it takes a non-tree crop to grow [range: 0 ~ 2147483647, default: 4]
    I:cropRegrowthMultiplier=4

    # Multiplier on the time it takes food to dry on Tinkers' Construct drying racks [range: 0 ~ 2147483647, default: 4]
    I:dryingRackTimeMultiplier=4

    # Multiplier applied to the delay between chicken egg laying [range: 0 ~ 2147483647, default: 4]
    I:eggTimeoutMultiplier=4

    # Multiplier on the time it takes a WeeeFlower crop to grow [range: 0 ~ 2147483647, default: 1]
    I:flowerRegrowthMultiplier=1

    # Delay (in minutes) after milking a cow before it can be milked again [range: 0 ~ 2147483647, default: 20]
    I:milkedTimeout=20

    # Multiplier on the time it takes nether wart to grow [range: 0 ~ 2147483647, default: 4]
    I:netherWartRegrowthMultiplier=4

    # Multipier on crop growth time without sunlight (1 to disable feature, 0 to make crops only grow in sunlight) [range: 0 ~ 2147483647, default: 2]
    I:noSunlightRegrowthMultiplier=2

    # Multiplier on the time it takes a sapling to grow into a tree [range: 0 ~ 2147483647, default: 4]
    I:saplingRegrowthMultiplier=4

    # Multiplier on the time it takes sugarcane to grow [range: 0 ~ 2147483647, default: 4]
    I:sugarcaneRegrowthMultiplier=4

    # Multiplier on the time it takes a tree crop to grow [range: 0 ~ 2147483647, default: 4]
    I:treeCropRegrowthMultiplier=4

    # Multipier on crop growth time (except sugarcane) in the wrong biome (1 to disable feature, 0 to make crops only grow in correct biome) [range: 0 ~ 2147483647, default: 2]
    I:wrongBiomeRegrowthMultiplier=2

    # Multipier on sugarcane growth time in the wrong biome (1 to disable feature, 0 to make sugarcane only grow in correct biome) [range: 0 ~ 2147483647, default: 2]
    I:wrongBiomeRegrowthMultiplierSugarcane=2
}


##########################################################################################################
# difficulty scaling
#--------------------------------------------------------------------------------------------------------#
# Options to scale the difficulty of certain elements based on game difficulty
##########################################################################################################

"difficulty scaling" {
    # Enable/Disable all difficulty scaling effect in one setting [default: true]
    B:difficultyScaling=true

    # Effects of bone meal dependant of difficulty ('difficultyScaling' must be true) [default: true]
    B:difficultyScalingBoneMeal=true

    # Negative effects on low health/hunger scale by difficulty ('difficultyScaling' must be true) [default: true]
    B:difficultyScalingEffects=true

    # Healing rate scales by difficulty ('difficultyScaling' must be true) [default: true]
    B:difficultyScalingHealing=true

    # Hunger loss rate scales by difficulty ('difficultyScaling' must be true) [default: true]
    B:difficultyScalingHunger=true

    # Hunger value after respawn is affected by difficulty ('difficultyScaling' must be true) [default: true]
    B:difficultyScalingRespawnHunger=true
}


##########################################################################################################
# food
#--------------------------------------------------------------------------------------------------------#
# Food related options
##########################################################################################################

food {
    # Add tooltips to food items showing hints at food value [default: true]
    B:addFoodTooltips=true

    # Adds a 'well fed' effect that gives slight health regen [default: true]
    B:addWellFedEffect=true

    # Food values not manually set (see 'useHOFoodValues') will have their hunger value divided by this ('modifyFoodValues' must be true) [range: 1.4E-45 ~ 3.4028235E38, default: 4.0]
    S:foodHungerDivider=4.0

    # Food values not manually set (see 'useHOFoodValues') will have their saturation modifier set to <modified hunger> divided by this ('modifyFoodValues' must be true)
    # Set to 0 to disable [range: 1.4E-45 ~ 3.4028235E38, default: 20.0]
    S:foodHungerToSaturationDivider=20.0

    # Food values not manually set (see 'useHOFoodValues') will have their saturation modifier divided by this ('modifyFoodValues' must be true)
    # Note: Gets applied after 'foodHungerToSaturationDivider' [range: 1.4E-45 ~ 3.4028235E38, default: 1.0]
    S:foodSaturationDivider=1.0

    # Multiplier on the stack size of food ('modifyFoodStackSize' must be true) [range: 1 ~ 2147483647, default: 1]
    I:foodStackSizeMultiplier=1

    # Changes the eating animation speed to be dependant on the food's replenishment value [default: true]
    B:modifyFoodEatingSpeed=true

    # Changes the stack size of food to be dependant on the food's replenishment value [default: true]
    B:modifyFoodStackSize=true

    # Enables/disables all food value modification [default: true]
    B:modifyFoodValues=true

    # Enables/disables Hunger Overhaul manually setting the food values for supported mods ('modifyFoodValues' must be true) [default: true]
    B:useHOFoodValues=true
}


##########################################################################################################
# getting seeds
#--------------------------------------------------------------------------------------------------------#
# Options for obtaining seeds
##########################################################################################################

"getting seeds" {
    # Adds a crafting recipe to turn 1 wheat into 1 seed [default: true]
    B:addSeedsCraftingRecipe=true

    # Each seed has an equal chance to drop (grass drops and via hoes) [default: true]
    B:allSeedsEqual=true

    # Multiplier on tool damage taken when a hoe is used ('modifyHoeUse' must be true) [range: 1 ~ 2147483647, default: 5]
    I:hoeToolDamageMultiplier=5

    # Changes the use of hoes depending on the availability of water [default: true]
    B:modifyHoeUse=true

    # Whether wood and stone hoe recipes are removed [default: true]
    B:removeHoeRecipes=true

    # Removes seed drops when breaking tall grass [default: true]
    B:removeTallGrassSeeds=true

    # Percent chance for seed to drop from hoe use on normal difficulty ('modifyHoeUse' must be true) [range: 0 ~ 100, default: 20]
    I:seedChance=20
}


##########################################################################################################
# harvestcraft
#--------------------------------------------------------------------------------------------------------#
# Options related to HarvestCraft.
# §cOnly works if HarvestCraft is installed!
##########################################################################################################

harvestcraft {
    # Add HarvestCraft crop produce to the items farmer villagers will buy (HarvestCraft) [default: true]
    B:addCropTradesFarmer=true

    # HarvestCraft items added to dungeon/temple chests (Harvestcraft) [default: true]
    B:addHarvestCraftChestLoot=true

    # Add HarvestCraft saplings to the items farmer villagers will sell (HarvestCraft) [default: true]
    B:addSaplingTradesFarmer=true

    # Add high tier HarvestCraft foods to the items butcher villagers will sell (HarvestCraft) [default: true]
    B:addTradesButcher=true

    # Weighted chance for food to be found in chests (addHarvestCraftChestLoot must be true) [range: 1 ~ 2147483647, default: 5]
    I:chestLootChance=5

    # Max stack size for food to be found in chests (addHarvestCraftChestLoot must be true) [range: 1 ~ 2147483647, default: 64]
    I:chestLootMaxStackSize=64

    # Makes HarvestCraft foods unplantable, meaning seeds are required to plant crops [default: true]
    B:foodsUnplantable=true
}


##########################################################################################################
# harvesting
#--------------------------------------------------------------------------------------------------------#
# Options related to drops from crops
##########################################################################################################

harvesting {
    # Enables/disables modification of the item drops of crops (produce and seeds) [default: true]
    B:modifyCropDrops=true

    # Maximum number of produce you get when harvesting a non-tree crop (modifyCropDrops must be true) [range: 0 ~ 2147483647, default: 4]
    I:producePerHarvestMax=4

    # Minimum number of produce you get when harvesting a non-tree crop (modifyCropDrops must be true) [range: 0 ~ 2147483647, default: 2]
    I:producePerHarvestMin=2

    # Maximum number of seeds you get when harvesting a non-tree crop (modifyCropDrops must be true) [range: 0 ~ 2147483647, default: 0]
    I:seedsPerHarvestMax=0

    # Minimum number of seeds you get when harvesting a non-tree crop (modifyCropDrops must be true) [range: 0 ~ 2147483647, default: 0]
    I:seedsPerHarvestMin=0
}


##########################################################################################################
# health
#--------------------------------------------------------------------------------------------------------#
# Options related to health
##########################################################################################################

health {
    # Amount of health food restores is the food value divided by this number (foodRegensHealth must be true) [range: 0 ~ 2147483647, default: 4]
    I:foodHealDivider=4

    # Eating food regenerates health [default: false]
    B:foodRegensHealth=false

    # Speed up or slow down the rate that health regenerates (0 to disable regen) [range: 0 ~ 2147483647, default: 100]
    I:healthRegenRatePercentage=100

    # The lower your health the longer it takes to regen, modify the effect here (lower = less effect) (modifyRegenRateOnLowHealth must be true) [range: 0 ~ 2147483647, default: 5]
    I:lowHealthRegenRateModifier=5

    # Minimum hunger level before healing starts (vanilla default is 18) [range: 0 ~ 2147483647, default: 7]
    I:minHungerToHeal=7

    # The lower your health the longer it takes to regen [default: true]
    B:modifyRegenRateOnLowHealth=true
}


##########################################################################################################
# hunger
#--------------------------------------------------------------------------------------------------------#
# Options related to hunger
##########################################################################################################

hunger {
    # You lose hunger (very slowly) at all times [default: true]
    B:constantHungerLoss=true

    # Amount of damage you take when hunger hits zero (vanilla default 2) [range: -2147483648 ~ 2147483647, default: 200]
    I:damageOnStarve=200

    # Disable the hunger drain when healing that was introduced in vanilla 1.6.2 [default: true]
    B:disableHealingHungerDrain=true

    # Speed up or slow down the rate that hunger drops (set to 0 to disable hunger loss) [range: 0 ~ 2147483647, default: 100]
    I:hungerLossRatePercentage=100

    # The amount difficulty modifies the hunger value set after respawning  ('difficultyScaling' and 'difficultyScalingRespawnHunger' must be true) [range: 0 ~ 2147483647, default: 4]
    I:respawnHungerDifficultyModifier=4

    # hunger value set after respawning for peaceful/easy difficulty (vanilla default is 20) [range: 0 ~ 2147483647, default: 20]
    I:respawnHungerValue=20
}


##########################################################################################################
# low stats
#--------------------------------------------------------------------------------------------------------#
# Options for how to handle when the player get low health/hunger
##########################################################################################################

"low stats" {
    # Shows onscreen text when hunger/health is low [default: true]
    B:addGuiText=true

    # Enables/disables all low hunger/health effects [default: true]
    B:addLowStatEffects=true

    # Mining slowdown effect when health/hunger is low ('addLowStatEffects' must be true) [default: true]
    B:addLowStatMiningSlowdown=true

    # Nausea effect when hunger is really low ('addLowStatEffects' must be true) [default: true]
    B:addLowStatNausea=true

    # Slowness effect when health/hunger is low ('addLowStatEffects' must be true) [default: true]
    B:addLowStatSlowness=true

    # Weakness effect when health/hunger is low ('addLowStatEffects' must be true) [default: true]
    B:addLowStatWeakness=true
}


##########################################################################################################
# natura
#--------------------------------------------------------------------------------------------------------#
# Options related to Natura.
# §cOnly works if Natura is installed!
##########################################################################################################

natura {
    # Adds alternate recipes to turn barley/wheat into flour: 2x wheat/barley -> flour. [default: false]
    B:addAlternateNaturaFlourCraftingRecipes=false

    # Removes the default barley/wheat -> flour recipes.
    # Note: These recipes are always removed if 'addSeedsCraftingRecipe' in 'getting seeds' is true because otherwise they'd conflict. [default: true]
    B:removeNaturaFlourCraftingRecipes=true

    # Removes the default barley/wheat flour -> bread smelting recipes. [default: true]
    B:removeNaturaFlourSmeltingRecipe=true
}


END: "/config/HungerOverhaul/HungerOverhaul.cfg"

START: "/config/HungerOverhaul/blankslate.cfg"
##########################################################################################################
#  
#--------------------------------------------------------------------------------------------------------#
# This config contains settings that will disable all of the changes that Hunger Overhaul makes.
# It's intended to serve as a starting point for anyone wanting to only enable a few things and leave everything else untouched.
# To use, rename this file to HungerOverhaul.cfg (overwriting your current HungerOverhaul.cfg)
##########################################################################################################

" " {
}


##########################################################################################################
# custom field
#--------------------------------------------------------------------------------------------------------#
# Options for enabling and manipulating a custom field in Villages
##########################################################################################################

"custom field" {
    # Adds a custom field to villages [default: true]
    B:addCustomVillageField=false

    # Weighted chance for custom field to contain 'normal' crops [range: 0 ~ 2147483647, default: 70]
    I:fieldNormalWeight=0

    # Weighted chance for custom field to contain reeds [range: 0 ~ 2147483647, default: 10]
    I:fieldReedWeight=0

    # Weighted chance for custom field to contain pumpkins/melons [range: 0 ~ 2147483647, default: 10]
    I:fieldStemWeight=0
}


##########################################################################################################
# delays
#--------------------------------------------------------------------------------------------------------#
# Delays for various obtaining food related activities
##########################################################################################################

delays {
    # Multiplier applied to the delay between breeding entities [range: 0 ~ 2147483647, default: 4]
    I:breedingTimeoutMultiplier=1

    # Multiplier on the time it takes cactus to grow [range: 0 ~ 2147483647, default: 4]
    I:cactusRegrowthMultiplier=1

    # Multiplier applied to the delay before children become adults [range: 0 ~ 2147483647, default: 4]
    I:childDurationMultiplier=1

    # Multiplier on the time it takes cocoa to grow [range: 0 ~ 2147483647, default: 4]
    I:cocoaRegrowthMultiplier=1

    # Multiplier on the time it takes a non-tree crop to grow [range: 0 ~ 2147483647, default: 4]
    I:cropRegrowthMultiplier=1

    # Multiplier on the time it takes food to dry on Tinkers' Construct drying racks [range: 0 ~ 2147483647, default: 4]
    I:dryingRackTimeMultiplier=1

    # Multiplier applied to the delay between chicken egg laying [range: 0 ~ 2147483647, default: 4]
    I:eggTimeoutMultiplier=1

    # Multiplier on the time it takes a WeeeFlower crop to grow [range: 0 ~ 2147483647, default: 1]
    I:flowerRegrowthMultiplier=1

    # Delay (in minutes) after milking a cow before it can be milked again [range: 0 ~ 2147483647, default: 20]
    I:milkedTimeout=0

    # Multiplier on the time it takes nether wart to grow [range: 0 ~ 2147483647, default: 4]
    I:netherWartRegrowthMultiplier=1

    # Multipier on crop growth time without sunlight (1 to disable feature, 0 to make crops only grow in sunlight) [range: 0 ~ 2147483647, default: 2]
    I:noSunlightRegrowthMultiplier=1

    # Multiplier on the time it takes a sapling to grow into a tree [range: 0 ~ 2147483647, default: 4]
    I:saplingRegrowthMultiplier=1

    # Multiplier on the time it takes sugarcane to grow [range: 0 ~ 2147483647, default: 4]
    I:sugarcaneRegrowthMultiplier=1

    # Multiplier on the time it takes a tree crop to grow [range: 0 ~ 2147483647, default: 4]
    I:treeCropRegrowthMultiplier=1

    # Multipier on crop growth time (except sugarcane) in the wrong biome (1 to disable feature, 0 to make crops only grow in correct biome) [range: 0 ~ 2147483647, default: 2]
    I:wrongBiomeRegrowthMultiplier=1

    # Multipier on sugarcane growth time in the wrong biome (1 to disable feature, 0 to make sugarcane only grow in correct biome) [range: 0 ~ 2147483647, default: 2]
    I:wrongBiomeRegrowthMultiplierSugarcane=1
}


##########################################################################################################
# difficulty scaling
#--------------------------------------------------------------------------------------------------------#
# Options to scale the difficulty of certain elements based on game difficulty
##########################################################################################################

"difficulty scaling" {
    # Enable/Disable all difficulty scaling effect in one setting [default: true]
    B:difficultyScaling=false

    # Effects of bone meal dependant of difficulty ('difficultyScaling' must be true) [default: true]
    B:difficultyScalingBoneMeal=false

    # Negative effects on low health/hunger scale by difficulty ('difficultyScaling' must be true) [default: true]
    B:difficultyScalingEffects=false

    # Healing rate scales by difficulty ('difficultyScaling' must be true) [default: true]
    B:difficultyScalingHealing=false

    # Hunger loss rate scales by difficulty ('difficultyScaling' must be true) [default: true]
    B:difficultyScalingHunger=false

    # Hunger value after respawn is affected by difficulty ('difficultyScaling' must be true) [default: true]
    B:difficultyScalingRespawnHunger=false
}


##########################################################################################################
# food
#--------------------------------------------------------------------------------------------------------#
# Food related options
##########################################################################################################

food {
    # Add tooltips to food items showing hints at food value [default: true]
    B:addFoodTooltips=false

    # Adds a 'well fed' effect that gives slight health regen [default: true]
    B:addWellFedEffect=false

    # Food values not manually set (see 'useHOFoodValues') will have their hunger value divided by this ('modifyFoodValues' must be true) [range: 1.4E-45 ~ 3.4028235E38, default: 4.0]
    S:foodHungerDivider=1.0

    # Food values not manually set (see 'useHOFoodValues') will have their saturation modifier set to <modified hunger> divided by this ('modifyFoodValues' must be true)
    # Set to 0 to disable [range: 1.4E-45 ~ 3.4028235E38, default: 20.0]
    S:foodHungerToSaturationDivider=0.0

    # Food values not manually set (see 'useHOFoodValues') will have their saturation modifier divided by this ('modifyFoodValues' must be true)
    # Note: Gets applied after 'foodHungerToSaturationDivider' [range: 1.4E-45 ~ 3.4028235E38, default: 1.0]
    S:foodSaturationDivider=1.0

    # Multiplier on the stack size of food ('modifyFoodStackSize' must be true) [range: 1 ~ 2147483647, default: 1]
    I:foodStackSizeMultiplier=1

    # Changes the eating animation speed to be dependant on the food's replenishment value [default: true]
    B:modifyFoodEatingSpeed=false

    # Changes the stack size of food to be dependant on the food's replenishment value [default: true]
    B:modifyFoodStackSize=false

    # Enables/disables all food value modification [default: true]
    B:modifyFoodValues=false

    # Enables/disables Hunger Overhaul manually setting the food values for supported mods ('modifyFoodValues' must be true) [default: true]
    B:useHOFoodValues=false
}


##########################################################################################################
# getting seeds
#--------------------------------------------------------------------------------------------------------#
# Options for obtaining seeds
##########################################################################################################

"getting seeds" {
    # Adds a crafting recipe to turn 1 wheat into 1 seed [default: true]
    B:addSeedsCraftingRecipe=false

    # Each seed has an equal chance to drop (grass drops and via hoes) [default: true]
    B:allSeedsEqual=false

    # Multiplier on tool damage taken when a hoe is used ('modifyHoeUse' must be true) [range: 1 ~ 2147483647, default: 5]
    I:hoeToolDamageMultiplier=1

    # Changes the use of hoes depending on the availability of water [default: true]
    B:modifyHoeUse=false

    # Whether wood and stone hoe recipes are removed [default: true]
    B:removeHoeRecipes=false

    # Removes seed drops when breaking tall grass [default: true]
    B:removeTallGrassSeeds=false

    # Percent chance for seed to drop from hoe use on normal difficulty ('modifyHoeUse' must be true) [range: 0 ~ 100, default: 20]
    I:seedChance=20
}


##########################################################################################################
# harvestcraft
#--------------------------------------------------------------------------------------------------------#
# Options related to HarvestCraft.
# §cOnly works if HarvestCraft is installed!
##########################################################################################################

harvestcraft {
    # Add HarvestCraft crop produce to the items farmer villagers will buy (HarvestCraft) [default: true]
    B:addCropTradesFarmer=false

    # HarvestCraft items added to dungeon/temple chests (Harvestcraft) [default: true]
    B:addHarvestCraftChestLoot=false

    # Add HarvestCraft saplings to the items farmer villagers will sell (HarvestCraft) [default: true]
    B:addSaplingTradesFarmer=false

    # Add high tier HarvestCraft foods to the items butcher villagers will sell (HarvestCraft) [default: true]
    B:addTradesButcher=false

    # Weighted chance for food to be found in chests (addHarvestCraftChestLoot must be true) [range: 1 ~ 2147483647, default: 5]
    I:chestLootChance=5

    # Max stack size for food to be found in chests (addHarvestCraftChestLoot must be true) [range: 1 ~ 2147483647, default: 64]
    I:chestLootMaxStackSize=64

    # Makes HarvestCraft foods unplantable, meaning seeds are required to plant crops [default: true]
    B:foodsUnplantable=false
}


##########################################################################################################
# harvesting
#--------------------------------------------------------------------------------------------------------#
# Options related to drops from crops
##########################################################################################################

harvesting {
    # Enables/disables modification of the item drops of crops (produce and seeds) [default: true]
    B:modifyCropDrops=false

    # Maximum number of produce you get when harvesting a non-tree crop (modifyCropDrops must be true) [range: 0 ~ 2147483647, default: 4]
    I:producePerHarvestMax=4

    # Minimum number of produce you get when harvesting a non-tree crop (modifyCropDrops must be true) [range: 0 ~ 2147483647, default: 2]
    I:producePerHarvestMin=2

    # Maximum number of seeds you get when harvesting a non-tree crop (modifyCropDrops must be true) [range: 0 ~ 2147483647, default: 0]
    I:seedsPerHarvestMax=0

    # Minimum number of seeds you get when harvesting a non-tree crop (modifyCropDrops must be true) [range: 0 ~ 2147483647, default: 0]
    I:seedsPerHarvestMin=0
}


##########################################################################################################
# health
#--------------------------------------------------------------------------------------------------------#
# Options related to health
##########################################################################################################

health {
    # Amount of health food restores is the food value divided by this number (foodRegensHealth must be true) [range: 0 ~ 2147483647, default: 4]
    I:foodHealDivider=4

    # Eating food regenerates health [default: false]
    B:foodRegensHealth=false

    # Speed up or slow down the rate that health regenerates (0 to disable regen) [range: 0 ~ 2147483647, default: 100]
    I:healthRegenRatePercentage=100

    # The lower your health the longer it takes to regen, modify the effect here (lower = less effect) (modifyRegenRateOnLowHealth must be true) [range: 0 ~ 2147483647, default: 5]
    I:lowHealthRegenRateModifier=5

    # Minimum hunger level before healing starts (vanilla default is 18) [range: 0 ~ 2147483647, default: 7]
    I:minHungerToHeal=18

    # The lower your health the longer it takes to regen [default: true]
    B:modifyRegenRateOnLowHealth=false
}


##########################################################################################################
# hunger
#--------------------------------------------------------------------------------------------------------#
# Options related to hunger
##########################################################################################################

hunger {
    # You lose hunger (very slowly) at all times [default: true]
    B:constantHungerLoss=false

    # Amount of damage you take when hunger hits zero (vanilla default 2) [range: -2147483648 ~ 2147483647, default: 200]
    I:damageOnStarve=2

    # Disable the hunger drain when healing that was introduced in vanilla 1.6.2 [default: true]
    B:disableHealingHungerDrain=false

    # Speed up or slow down the rate that hunger drops (set to 0 to disable hunger loss) [range: 0 ~ 2147483647, default: 100]
    I:hungerLossRatePercentage=100

    # The amount difficulty modifies the hunger value set after respawning  ('difficultyScaling' and 'difficultyScalingRespawnHunger' must be true) [range: 0 ~ 2147483647, default: 4]
    I:respawnHungerDifficultyModifier=4

    # hunger value set after respawning for peaceful/easy difficulty (vanilla default is 20) [range: 0 ~ 2147483647, default: 20]
    I:respawnHungerValue=20
}


##########################################################################################################
# low stats
#--------------------------------------------------------------------------------------------------------#
# Options for how to handle when the player get low health/hunger
##########################################################################################################

"low stats" {
    # Shows onscreen text when hunger/health is low [default: true]
    B:addGuiText=false

    # Enables/disables all low hunger/health effects [default: true]
    B:addLowStatEffects=false

    # Mining slowdown effect when health/hunger is low ('addLowStatEffects' must be true) [default: true]
    B:addLowStatMiningSlowdown=false

    # Nausea effect when hunger is really low ('addLowStatEffects' must be true) [default: true]
    B:addLowStatNausea=false

    # Slowness effect when health/hunger is low ('addLowStatEffects' must be true) [default: true]
    B:addLowStatSlowness=false

    # Weakness effect when health/hunger is low ('addLowStatEffects' must be true) [default: true]
    B:addLowStatWeakness=false
}


##########################################################################################################
# natura
#--------------------------------------------------------------------------------------------------------#
# Options related to Natura.
# §cOnly works if Natura is installed!
##########################################################################################################

natura {
    # Adds alternate recipes to turn barley/wheat into flour: 2x wheat/barley -> flour. [default: false]
    B:addAlternateNaturaFlourCraftingRecipes=false

    # Removes the default barley/wheat -> flour recipes.
    # Note: These recipes are always removed if 'addSeedsCraftingRecipe' in 'getting seeds' is true because otherwise they'd conflict. [default: true]
    B:removeNaturaFlourCraftingRecipes=false

    # Removes the default barley/wheat flour -> bread smelting recipes. [default: true]
    B:removeNaturaFlourSmeltingRecipe=false
}


END: "/config/HungerOverhaul/blankslate.cfg"

START: "/config/HungerOverhaul/default.cfg"
##########################################################################################################
#  
#--------------------------------------------------------------------------------------------------------#
# This config contains all of the default Hunger Overhaul settings.
# It's intended to serve as an easy backup for returning to the defaults.
# To use, rename this file to HungerOverhaul.cfg (overwriting your current HungerOverhaul.cfg)
##########################################################################################################

" " {
}


##########################################################################################################
# custom field
#--------------------------------------------------------------------------------------------------------#
# Options for enabling and manipulating a custom field in Villages
##########################################################################################################

"custom field" {
    # Adds a custom field to villages [default: true]
    B:addCustomVillageField=true

    # Weighted chance for custom field to contain 'normal' crops [range: 0 ~ 2147483647, default: 70]
    I:fieldNormalWeight=70

    # Weighted chance for custom field to contain reeds [range: 0 ~ 2147483647, default: 10]
    I:fieldReedWeight=10

    # Weighted chance for custom field to contain pumpkins/melons [range: 0 ~ 2147483647, default: 10]
    I:fieldStemWeight=10
}


##########################################################################################################
# delays
#--------------------------------------------------------------------------------------------------------#
# Delays for various obtaining food related activities
##########################################################################################################

delays {
    # Multiplier applied to the delay between breeding entities [range: 0 ~ 2147483647, default: 4]
    I:breedingTimeoutMultiplier=4

    # Multiplier on the time it takes cactus to grow [range: 0 ~ 2147483647, default: 4]
    I:cactusRegrowthMultiplier=4

    # Multiplier applied to the delay before children become adults [range: 0 ~ 2147483647, default: 4]
    I:childDurationMultiplier=4

    # Multiplier on the time it takes cocoa to grow [range: 0 ~ 2147483647, default: 4]
    I:cocoaRegrowthMultiplier=4

    # Multiplier on the time it takes a non-tree crop to grow [range: 0 ~ 2147483647, default: 4]
    I:cropRegrowthMultiplier=4

    # Multiplier on the time it takes food to dry on Tinkers' Construct drying racks [range: 0 ~ 2147483647, default: 4]
    I:dryingRackTimeMultiplier=4

    # Multiplier applied to the delay between chicken egg laying [range: 0 ~ 2147483647, default: 4]
    I:eggTimeoutMultiplier=4

    # Multiplier on the time it takes a WeeeFlower crop to grow [range: 0 ~ 2147483647, default: 1]
    I:flowerRegrowthMultiplier=1

    # Delay (in minutes) after milking a cow before it can be milked again [range: 0 ~ 2147483647, default: 20]
    I:milkedTimeout=20

    # Multiplier on the time it takes nether wart to grow [range: 0 ~ 2147483647, default: 4]
    I:netherWartRegrowthMultiplier=4

    # Multipier on crop growth time without sunlight (1 to disable feature, 0 to make crops only grow in sunlight) [range: 0 ~ 2147483647, default: 2]
    I:noSunlightRegrowthMultiplier=2

    # Multiplier on the time it takes a sapling to grow into a tree [range: 0 ~ 2147483647, default: 4]
    I:saplingRegrowthMultiplier=4

    # Multiplier on the time it takes sugarcane to grow [range: 0 ~ 2147483647, default: 4]
    I:sugarcaneRegrowthMultiplier=4

    # Multiplier on the time it takes a tree crop to grow [range: 0 ~ 2147483647, default: 4]
    I:treeCropRegrowthMultiplier=4

    # Multipier on crop growth time (except sugarcane) in the wrong biome (1 to disable feature, 0 to make crops only grow in correct biome) [range: 0 ~ 2147483647, default: 2]
    I:wrongBiomeRegrowthMultiplier=2

    # Multipier on sugarcane growth time in the wrong biome (1 to disable feature, 0 to make sugarcane only grow in correct biome) [range: 0 ~ 2147483647, default: 2]
    I:wrongBiomeRegrowthMultiplierSugarcane=2
}


##########################################################################################################
# difficulty scaling
#--------------------------------------------------------------------------------------------------------#
# Options to scale the difficulty of certain elements based on game difficulty
##########################################################################################################

"difficulty scaling" {
    # Enable/Disable all difficulty scaling effect in one setting [default: true]
    B:difficultyScaling=true

    # Effects of bone meal dependant of difficulty ('difficultyScaling' must be true) [default: true]
    B:difficultyScalingBoneMeal=true

    # Negative effects on low health/hunger scale by difficulty ('difficultyScaling' must be true) [default: true]
    B:difficultyScalingEffects=true

    # Healing rate scales by difficulty ('difficultyScaling' must be true) [default: true]
    B:difficultyScalingHealing=true

    # Hunger loss rate scales by difficulty ('difficultyScaling' must be true) [default: true]
    B:difficultyScalingHunger=true

    # Hunger value after respawn is affected by difficulty ('difficultyScaling' must be true) [default: true]
    B:difficultyScalingRespawnHunger=true
}


##########################################################################################################
# food
#--------------------------------------------------------------------------------------------------------#
# Food related options
##########################################################################################################

food {
    # Add tooltips to food items showing hints at food value [default: true]
    B:addFoodTooltips=true

    # Adds a 'well fed' effect that gives slight health regen [default: true]
    B:addWellFedEffect=true

    # Food values not manually set (see 'useHOFoodValues') will have their hunger value divided by this ('modifyFoodValues' must be true) [range: 1.4E-45 ~ 3.4028235E38, default: 4.0]
    S:foodHungerDivider=4.0

    # Food values not manually set (see 'useHOFoodValues') will have their saturation modifier set to <modified hunger> divided by this ('modifyFoodValues' must be true)
    # Set to 0 to disable [range: 1.4E-45 ~ 3.4028235E38, default: 20.0]
    S:foodHungerToSaturationDivider=20.0

    # Food values not manually set (see 'useHOFoodValues') will have their saturation modifier divided by this ('modifyFoodValues' must be true)
    # Note: Gets applied after 'foodHungerToSaturationDivider' [range: 1.4E-45 ~ 3.4028235E38, default: 1.0]
    S:foodSaturationDivider=1.0

    # Multiplier on the stack size of food ('modifyFoodStackSize' must be true) [range: 1 ~ 2147483647, default: 1]
    I:foodStackSizeMultiplier=1

    # Changes the eating animation speed to be dependant on the food's replenishment value [default: true]
    B:modifyFoodEatingSpeed=true

    # Changes the stack size of food to be dependant on the food's replenishment value [default: true]
    B:modifyFoodStackSize=true

    # Enables/disables all food value modification [default: true]
    B:modifyFoodValues=true

    # Enables/disables Hunger Overhaul manually setting the food values for supported mods ('modifyFoodValues' must be true) [default: true]
    B:useHOFoodValues=true
}


##########################################################################################################
# getting seeds
#--------------------------------------------------------------------------------------------------------#
# Options for obtaining seeds
##########################################################################################################

"getting seeds" {
    # Adds a crafting recipe to turn 1 wheat into 1 seed [default: true]
    B:addSeedsCraftingRecipe=true

    # Each seed has an equal chance to drop (grass drops and via hoes) [default: true]
    B:allSeedsEqual=true

    # Multiplier on tool damage taken when a hoe is used ('modifyHoeUse' must be true) [range: 1 ~ 2147483647, default: 5]
    I:hoeToolDamageMultiplier=5

    # Changes the use of hoes depending on the availability of water [default: true]
    B:modifyHoeUse=true

    # Whether wood and stone hoe recipes are removed [default: true]
    B:removeHoeRecipes=true

    # Removes seed drops when breaking tall grass [default: true]
    B:removeTallGrassSeeds=true

    # Percent chance for seed to drop from hoe use on normal difficulty ('modifyHoeUse' must be true) [range: 0 ~ 100, default: 20]
    I:seedChance=20
}


##########################################################################################################
# harvestcraft
#--------------------------------------------------------------------------------------------------------#
# Options related to HarvestCraft.
# §cOnly works if HarvestCraft is installed!
##########################################################################################################

harvestcraft {
    # Add HarvestCraft crop produce to the items farmer villagers will buy (HarvestCraft) [default: true]
    B:addCropTradesFarmer=true

    # HarvestCraft items added to dungeon/temple chests (Harvestcraft) [default: true]
    B:addHarvestCraftChestLoot=true

    # Add HarvestCraft saplings to the items farmer villagers will sell (HarvestCraft) [default: true]
    B:addSaplingTradesFarmer=true

    # Add high tier HarvestCraft foods to the items butcher villagers will sell (HarvestCraft) [default: true]
    B:addTradesButcher=true

    # Weighted chance for food to be found in chests (addHarvestCraftChestLoot must be true) [range: 1 ~ 2147483647, default: 5]
    I:chestLootChance=5

    # Max stack size for food to be found in chests (addHarvestCraftChestLoot must be true) [range: 1 ~ 2147483647, default: 64]
    I:chestLootMaxStackSize=64

    # Makes HarvestCraft foods unplantable, meaning seeds are required to plant crops [default: true]
    B:foodsUnplantable=true
}


##########################################################################################################
# harvesting
#--------------------------------------------------------------------------------------------------------#
# Options related to drops from crops
##########################################################################################################

harvesting {
    # Enables/disables modification of the item drops of crops (produce and seeds) [default: true]
    B:modifyCropDrops=true

    # Maximum number of produce you get when harvesting a non-tree crop (modifyCropDrops must be true) [range: 0 ~ 2147483647, default: 4]
    I:producePerHarvestMax=4

    # Minimum number of produce you get when harvesting a non-tree crop (modifyCropDrops must be true) [range: 0 ~ 2147483647, default: 2]
    I:producePerHarvestMin=2

    # Maximum number of seeds you get when harvesting a non-tree crop (modifyCropDrops must be true) [range: 0 ~ 2147483647, default: 0]
    I:seedsPerHarvestMax=0

    # Minimum number of seeds you get when harvesting a non-tree crop (modifyCropDrops must be true) [range: 0 ~ 2147483647, default: 0]
    I:seedsPerHarvestMin=0
}


##########################################################################################################
# health
#--------------------------------------------------------------------------------------------------------#
# Options related to health
##########################################################################################################

health {
    # Amount of health food restores is the food value divided by this number (foodRegensHealth must be true) [range: 0 ~ 2147483647, default: 4]
    I:foodHealDivider=4

    # Eating food regenerates health [default: false]
    B:foodRegensHealth=false

    # Speed up or slow down the rate that health regenerates (0 to disable regen) [range: 0 ~ 2147483647, default: 100]
    I:healthRegenRatePercentage=100

    # The lower your health the longer it takes to regen, modify the effect here (lower = less effect) (modifyRegenRateOnLowHealth must be true) [range: 0 ~ 2147483647, default: 5]
    I:lowHealthRegenRateModifier=5

    # Minimum hunger level before healing starts (vanilla default is 18) [range: 0 ~ 2147483647, default: 7]
    I:minHungerToHeal=7

    # The lower your health the longer it takes to regen [default: true]
    B:modifyRegenRateOnLowHealth=true
}


##########################################################################################################
# hunger
#--------------------------------------------------------------------------------------------------------#
# Options related to hunger
##########################################################################################################

hunger {
    # You lose hunger (very slowly) at all times [default: true]
    B:constantHungerLoss=true

    # Amount of damage you take when hunger hits zero (vanilla default 2) [range: -2147483648 ~ 2147483647, default: 200]
    I:damageOnStarve=200

    # Disable the hunger drain when healing that was introduced in vanilla 1.6.2 [default: true]
    B:disableHealingHungerDrain=true

    # Speed up or slow down the rate that hunger drops (set to 0 to disable hunger loss) [range: 0 ~ 2147483647, default: 100]
    I:hungerLossRatePercentage=100

    # The amount difficulty modifies the hunger value set after respawning  ('difficultyScaling' and 'difficultyScalingRespawnHunger' must be true) [range: 0 ~ 2147483647, default: 4]
    I:respawnHungerDifficultyModifier=4

    # hunger value set after respawning for peaceful/easy difficulty (vanilla default is 20) [range: 0 ~ 2147483647, default: 20]
    I:respawnHungerValue=20
}


##########################################################################################################
# low stats
#--------------------------------------------------------------------------------------------------------#
# Options for how to handle when the player get low health/hunger
##########################################################################################################

"low stats" {
    # Shows onscreen text when hunger/health is low [default: true]
    B:addGuiText=true

    # Enables/disables all low hunger/health effects [default: true]
    B:addLowStatEffects=true

    # Mining slowdown effect when health/hunger is low ('addLowStatEffects' must be true) [default: true]
    B:addLowStatMiningSlowdown=true

    # Nausea effect when hunger is really low ('addLowStatEffects' must be true) [default: true]
    B:addLowStatNausea=true

    # Slowness effect when health/hunger is low ('addLowStatEffects' must be true) [default: true]
    B:addLowStatSlowness=true

    # Weakness effect when health/hunger is low ('addLowStatEffects' must be true) [default: true]
    B:addLowStatWeakness=true
}


##########################################################################################################
# natura
#--------------------------------------------------------------------------------------------------------#
# Options related to Natura.
# §cOnly works if Natura is installed!
##########################################################################################################

natura {
    # Adds alternate recipes to turn barley/wheat into flour: 2x wheat/barley -> flour. [default: false]
    B:addAlternateNaturaFlourCraftingRecipes=false

    # Removes the default barley/wheat -> flour recipes.
    # Note: These recipes are always removed if 'addSeedsCraftingRecipe' in 'getting seeds' is true because otherwise they'd conflict. [default: true]
    B:removeNaturaFlourCraftingRecipes=true

    # Removes the default barley/wheat flour -> bread smelting recipes. [default: true]
    B:removeNaturaFlourSmeltingRecipe=true
}


END: "/config/HungerOverhaul/default.cfg"

START: "/config/IguanaTinkerTweaks/Modules.cfg"
"tinker's construct addon: iguana tweaks for tinkers construct" {
    # Stuff used for debugging. You probably don't want this.
    B:Debug=false

    # Modify tool and item mining levels to create a tiered-ish progression
    B:HarvestLevelTweaks=true

    # All the Items Iguana Tweaks for TConstruct adds (Clay Buckets,...)
    B:Items=true

    # Adds additional MobHeads and control over MobHead drops.
    B:MobHeads=true

    # Makes Saw cut stuff again
    B:MultipartCompat=true

    # This module allows to override about any values relevant for TConstruct or IguanaTinkerTweaks.
    B:Override=false

    # Various Tweaks for vanilla Minecraft and Tinker's Construct. See Config.
    B:Restrictions=true

    # The Iguana Tweaks Leveling System for Tinker's Tools
    B:ToolLeveling=true

    # Replace parts of tools
    B:ToolPartReplacing=true

    # Various Tweaks for vanilla Minecraft and Tinker's Construct. See Config.
    B:Tweaks=true

    # This module takes care of additional awesome dungeon loot.
    B:WorldGen=true
}


END: "/config/IguanaTinkerTweaks/Modules.cfg"

START: "/config/IguanaTinkerTweaks/main.cfg"
##########################################################################################################
# allowedtools
#--------------------------------------------------------------------------------------------------------#
# Tweak Module: This category allows you to specify which tools ARE NOT USABLE or alternatively ARE STILL USABLE if the option to disable non-TConstsruct tools is enabled.
# To make this easier a /dumpTools command is provided, that dumps the names of all applicable items in your world. Copy'n'Paste away!
##########################################################################################################

allowedtools {
    # Bows that are excluded if the option to nerf non-tinkers bows is enabled. [default: ]
    S:bows <
     >

    # Change the type of the exclusion.
    # 'blacklist' means the listed tools are made unusable.
    # 'whitelist' means ALL tools except the listed ones are unusable. [default: blacklist]
    S:exclusionType=blacklist

    # Hoes that are excluded if the option to nerf non-tinkers hoes is enabled. [default: [Steamcraft:hoeGildedGold], [Steamcraft:hoeBrass], [IC2:itemToolBronzeHoe], [Railcraft:tool.steel.hoe]]
    S:hoes <
        Steamcraft:hoeGildedGold
        Steamcraft:hoeBrass
        IC2:itemToolBronzeHoe
        Railcraft:tool.steel.hoe
     >

    # Here you can exclude entire mods by adding their mod-id (the first part of the string). [default: [minecraft], [Metallurgy], [Natura], [BiomesOPlenty], [ProjRed|Exploration], [appliedenergistics2], [MekanismTool], [ThermalFoundation]]
    S:mods <
        minecraft
        Metallurgy
        Natura
        BiomesOPlenty
        ProjRed|Exploration
        appliedenergistics2
        MekanismTool
        ThermalFoundation
     >

    # Swords that are excluded if the option to nerf non-tinkers swords is enabled. [default: [Botania:manasteelSword], [Steamcraft:swordGildedGold], [Steamcraft:swordBrass], [ThermalExpansion:tool.battleWrenchInvar], [IC2:itemToolBronzeSword], [Railcraft:tool.steel.sword]]
    S:swords <
        Botania:manasteelSword
        Steamcraft:swordGildedGold
        Steamcraft:swordBrass
        ThermalExpansion:tool.battleWrenchInvar
        IC2:itemToolBronzeSword
        Railcraft:tool.steel.sword
     >

    # Tools that are excluded if the option to nerf non-tinkers tools is enabled. [default: [Botania:manasteelAxe], [Botania:manasteelPick], [Botania:manasteelShovel], [Steamcraft:axeGildedGold], [Steamcraft:pickGildedGold], [Steamcraft:shovelGildedGold], [Steamcraft:axeBrass], [Steamcraft:pickBrass], [Steamcraft:shovelBrass], [IC2:itemToolBronzeAxe], [IC2:itemToolBronzePickaxe], [IC2:itemToolBronzeSpade], [Railcraft:tool.steel.axe], [Railcraft:tool.steel.pickaxe], [Railcraft:tool.steel.shovel]]
    S:tools <
        Botania:manasteelAxe
        Botania:manasteelPick
        Botania:manasteelShovel
        Steamcraft:axeGildedGold
        Steamcraft:pickGildedGold
        Steamcraft:shovelGildedGold
        Steamcraft:axeBrass
        Steamcraft:pickBrass
        Steamcraft:shovelBrass
        IC2:itemToolBronzeAxe
        IC2:itemToolBronzePickaxe
        IC2:itemToolBronzeSpade
        Railcraft:tool.steel.axe
        Railcraft:tool.steel.pickaxe
        Railcraft:tool.steel.shovel
     >
}


##########################################################################################################
# debug
#--------------------------------------------------------------------------------------------------------#
# Stuff to give you/me more information
##########################################################################################################

debug {
    # Logs when the harvest level of a block is changed [default: true]
    B:logBlockHarvestLevelChange=true

    # Logs how much the extra-chance from doing stuff you had when getting a random bonus on levelup. [default: true]
    B:logBonusExtraChance=true

    # Logs every single thing done by the Override module. Use at your own risk. ;) [default: false]
    B:logExcessiveOverrideChanges=false

    # Logs when the mining level of a tinkers tool material is changed [default: true]
    B:logTinkerMaterialChange=true

    # Logs when the mining level of a (non-tinker) tool is changed [default: true]
    B:logToolMiningLevelChange=true

    # Current Tool/Pick XP is shown as debug (F3) text [default: false]
    B:showDebugXP=false
}


##########################################################################################################
# harvestleveltweaks
#--------------------------------------------------------------------------------------------------------#
# Harvest Level Tweak Module: Introduces a slower mining level progression.
##########################################################################################################

harvestleveltweaks {
    # Changes the Diamond and Emerald modifier: Apply it to a bronze level tool to obtain diamond level. Required unless you have steel or similar. [default: true]
    B:diamondRequired=true

    # Change durability of all tool materials (in percent) [range: 1 ~ 999, default: 80]
    I:durabilityPercentage=80

    # Change mining speed of all tool materials (in percent) [range: 1 ~ 999, default: 100]
    I:miningSpeedPercentage=100
}


##########################################################################################################
# mobheads
#--------------------------------------------------------------------------------------------------------#
# Mob Head Module: Adds additional Mob heads and drops
##########################################################################################################

mobheads {
    # Base percentage for a head to drop [range: 1 ~ 100, default: 5]
    I:baseDropChange=5

    # Percentage added to base percentage per level of Beheading modifier [range: 1 ~ 100, default: 2]
    I:beheadingDropChange=2
}


partreplacement {
    # How much of the current XP% to the next mining level shall be removed when replacing the pickaxe head. Useful to remove the mining level boost on part replacement. [range: 0 ~ 100, default: 5]
    I:PickBoostXpPenality=5

    # How much of the current XP% shall be removed when replacing parts (So if you had 50%, and penality is 10% it'll remove 5% xp, resulting in 45%). Does not remove Skill Levels. [range: 0 ~ 100, default: 0]
    I:XpPenality=0

    # Removes the Mob Head Modifier on Tool-Head replacement, allowing it to be reapplied. Should be used with PickBoostXpPenality. [default: true]
    B:removeMobHead=true
}


##########################################################################################################
# pickleveling
#--------------------------------------------------------------------------------------------------------#
# Leveling Module: Allows pickaxes to gain a mining level with enough XP. Should be used with the HarvestLevel Module.
##########################################################################################################

pickleveling {
    # Mob heads can be used to boost a pickaxe's mining xp. [default: true]
    B:addMobHeadBoost=true

    # Pickaxes gain Mining Xp by using the pickaxe. [default: true]
    B:allowLevelingBoost=true

    # Mob head boosting requires a free modifier [default: false]
    B:mobHeadBoostNeedsModifier=false

    # Every Pickaxes Mining Level is reduced by 1 and needs a mining levelup (separate from tool level) or, if enabled, a mob head modifier to advance [default: true]
    B:pickaxeBoostRequired=true

    # Change the percentage of XP required to boost a pick (i.e. 200 means 2x normal boost xp required) [range: 1 ~ 999, default: 100]
    I:xpRequiredPickBoostPercentage=100
}


##########################################################################################################
# randombonuses
#--------------------------------------------------------------------------------------------------------#
# Leveling Module: Allows to completely deactivate specific modifiers on levelup.
##########################################################################################################

randombonuses {
    B:allowAttack=true
    B:allowAutosmelt=true
    B:allowBaneOfArthropods=true
    B:allowBeheading=true
    B:allowCritical=true
    B:allowDiamond=true
    B:allowEmerald=true
    B:allowFiery=true
    B:allowJagged=true
    B:allowKnockback=true
    B:allowLifeSteal=true
    B:allowLuckLooting=true
    B:allowRedstone=true
    B:allowReinforced=true
    B:allowRepair=true
    B:allowSilkTouch=true
    B:allowSmite=true
    B:allowStonebound=true
}


##########################################################################################################
# toolleveling
#--------------------------------------------------------------------------------------------------------#
# Leveling Module: Setup the leveling system how you like it
##########################################################################################################

toolleveling {
    # Adds a random bonus on these levelups if 'RandomBonuses' is enabled
    I:BonusesAtLevels <
        2
        3
        4
        5
        6
     >

    # Each modifier is equally likely on levelup. Disables useful bonuses. [default: false]
    B:CompletelyRandomBonuses=false

    # The amount of modifiers new tools have. [range: 0 ~ 9, default: 0]
    I:ExtraModifiers=0

    # Adds an extra modifier on these levelups if 'ExtraModifiers' is enabled
    I:ModifiersAtLevels <
        2
        4
        6
     >

    # Gives a random bonus every level, if false and levelling is on modifiers are given at levels 2 and 4 (requires 'toolLeveling=true') [default: true]
    B:RandomBonuses=true

    # Disables less-useful modifiers on levelups. Like a sword with silktouch, or a pickaxe with beheading. [default: true]
    B:UsefulBonuses=true

    # XP tooltip shows numbers, in addition to percentage [default: true]
    B:detailedXpTooltip=true

    #  [range: 1 ~ 99, default: 6]
    I:maxToolLevel=6

    # If true, only the heads of tools are examined when determining how much XP it takes to level up. (This only matters if you manually specify that some material types level faster than others using the override module) [default: true]
    B:onlyHeadsChangeXPRequirement=true

    # Current XP% is shown after the level [default: false]
    B:showMinimalTooltipXP=false

    # Current XP is shown when hovering over a tool [default: true]
    B:showTooltipXP=true

    # Can your skill with tools 'level up' as you use them? [default: true]
    B:toolLeveling=true

    # Exponential multiplier for required boost xp per level [range: 1.0 ~ 9.99, default: 1.12]
    S:xpPerBoostLevelMultiplier=1.12

    # Exponential multiplier for required xp per level [range: 1.0 ~ 9.99, default: 1.15]
    S:xpPerLevelMultiplier=1.15

    # Change the XP required to level up tools in % (higher = more xp needed) [range: 1 ~ 999, default: 100]
    I:xpRequiredToolsPercentage=100

    # Change the XP required to level up weapons in % (higher = more xp needed) [range: 1 ~ 999, default: 100]
    I:xpRequiredWeaponsPercentage=100
}


##########################################################################################################
# tweaks
#--------------------------------------------------------------------------------------------------------#
# Tweak Module: Tweaks to vanilla Minecraft and Tinker's Construct
##########################################################################################################

tweaks {
    # Adds a shapeless recipe to get flint from gravel [default: true]
    B:addFlintRecipe=true

    # Allows toolparts to be used as material in the Part Builder. Like, turn a Pick head into a Shovel head.! [default: true]
    B:allowPartReuse=true

    # Allows to use stencils as blank patterns in the stencil table [default: false]
    B:allowStencilReuse=false

    # Allows you to use a piece of string as a binding [default: true]
    B:allowStringBinding=true

    # Creating a metal cast burns up the material that was used to create it [default: true]
    B:castingBurnsMaterial=true

    # Removes the ability to add modifiers with Gold, Diamond, Netherstars etc. [default: false]
    B:disableBonusModifierModifiers=false

    # Makes all non-TConstruct bows useless. You suddenly forgot how to use a bow. [default: false]
    B:disableRegularBows=false

    # Makes all non-TConstruct hoes to not be able to hoe ground. Use the Mattock. [default: false]
    B:disableRegularHoes=false

    # Makes all non-TConstruct swords useless. Like whacking enemies with a stick. [default: false]
    B:disableRegularSwords=false

    # Makes all non-TConstruct tools mine nothing [default: true]
    B:disableRegularTools=true

    # Stone Tools can only be used to create casts, but no tools [default: true]
    B:disableStoneTools=true

    # Allows to craft tool parts with a pattern and the material in any crafting grid. [default: false]
    B:easyPartCrafting=false

    # Allows to create Tool Station Tools (2-3 Parts) in any crafting grid [default: false]
    B:easyToolBuilding=false

    # Allows to also create Tool Forge Tools (4 Parts) in any crafting grid [default: false]
    B:easyToolBuildingForge=false

    # Allows to repair your tool in a crafting grid, without tool station [default: true]
    B:easyToolRepair=true

    # How many gravel are required to craft one Flint [range: 1 ~ 9, default: 3]
    I:gravelPerFlint=3

    # Silky Cloth needs gold ingots, instead of nuggets [default: true]
    B:moreExpensiveSilkyCloth=true

    # Silky Jewel needs an emerald block, instead of one emerald [default: false]
    B:moreExpensiveSilkyJewel=false

    # Flux modifier requires 2 Modifiers. Because that stuff is broken. [default: true]
    B:moreModifiersForFlux=true

    # Removes the random chance of getting flint from gravel [default: true]
    B:removeFlintDrop=true

    # Removes the creation of Obsidian in the Smeltery. This is normally used to prevent the early pre-diamond creation of obsidian tools. [default: true]
    B:removeObsidianAlloy=true

    # Removes the recipe for Tinker's Construct's stone torch [default: false]
    B:removeStoneTorchRecipe=false

    # Limits the amount how often a tool can be repaired. -1 means unlimited repairs, like normally. [range: -1 ~ 999, default: -1]
    I:repairsLimit=-1
}


END: "/config/IguanaTinkerTweaks/main.cfg"

START: "/config/IguanaTinkerTweaks/restrictions.cfg"
##########################################################################################################
# toolparts
#--------------------------------------------------------------------------------------------------------#
# Restriction Module: Allows to blacklist certain ToolParts from being created with specific Materials!
# The allowed and restricted entries are (=should be) equal. They're just both there for visibility.
# Any material not listed in any category will stay untouched.
##########################################################################################################

toolparts {
    # This section is a negative of the above restricted section, and will be applied AFTER restricted parts.
    # That means only the parts listed here will be craftable, none of the other parts with this material.
    # If a Material does not show up here, it will be unmodified. Otherwise all other recipes for this material will be deleted.
    # ATTENTION: THIS DOES NOT ALLOW YOU TO ADD NEW RECIPES. ONLY EXISTING ONES WORK. This exists purely for convenience.(materialnames and partnames are the same as restricted parts) [default: [Wood:rod], [Wood:crossbar], [Wood:binding], [Wood:sign], [Wood:bowlimb], [Wood:crossbowlimb], [Wood:crossbowbody], [Flint:pickaxe], [Flint:shovel], [Flint:axe], [Flint:knifeblade], [Flint:arrowhead], [Flint:shuriken], [Bone:rod], [Bone:shovel], [Bone:axe], [Bone:crossbar], [Bone:knifeblade], [Bone:arrowhead], [Bone:bowlimb], [Bone:crossbowlimb], [Bone:crossbowbody], [Cactus:rod], [Cactus:binding], [Cactus:knifeblade], [Cactus:shuriken], [Paper:rod], [Paper:binding], [Slime:rod], [Slime:sign], [Slime:binding], [Slime:bowlimb], [Slime:crossbowlimb], [Slime:crossbowbody], [BlueSlime:rod], [BlueSlime:binding], [BlueSlime:bowlimb], [BlueSlime:crossbowlimb], [BlueSlime:crossbowbody], [Netherrack:rod], [Netherrack:pickaxe], [Netherrack:shovel], [Netherrack:axe], [Netherrack:largeguard], [Netherrack:mediumguard], [Netherrack:crossbar], [Netherrack:binding], [Netherrack:sign], [Netherrack:largerod], [Netherrack:toughbinding], [Netherrack:largeplate], [Netherrack:broadaxe], [Netherrack:scythe], [Netherrack:excavator], [Netherrack:fullguard], [Netherrack:arrowhead], [Netherrack:crossbowbody], [Obsidian:rod], [Obsidian:pickaxe], [Obsidian:shovel], [Obsidian:axe], [Obsidian:largeguard], [Obsidian:mediumguard], [Obsidian:crossbar], [Obsidian:binding], [Obsidian:sign], [Obsidian:largerod], [Obsidian:toughbinding], [Obsidian:largeplate], [Obsidian:broadaxe], [Obsidian:scythe], [Obsidian:excavator], [Obsidian:hammerhead], [Obsidian:fullguard], [Obsidian:arrowhead], [Obsidian:crossbowbody], [Obsidian:shuriken]]
    S:allowed <
        Wood:rod
        Wood:crossbar
        Wood:binding
        Wood:sign
        Wood:bowlimb
        Wood:crossbowlimb
        Wood:crossbowbody
        Flint:pickaxe
        Flint:shovel
        Flint:axe
        Flint:knifeblade
        Flint:arrowhead
        Flint:shuriken
        Bone:rod
        Bone:shovel
        Bone:axe
        Bone:crossbar
        Bone:knifeblade
        Bone:arrowhead
        Bone:bowlimb
        Bone:crossbowlimb
        Bone:crossbowbody
        Cactus:rod
        Cactus:binding
        Cactus:knifeblade
        Cactus:shuriken
        Paper:rod
        Paper:binding
        Slime:rod
        Slime:sign
        Slime:binding
        Slime:bowlimb
        Slime:crossbowlimb
        Slime:crossbowbody
        BlueSlime:rod
        BlueSlime:binding
        BlueSlime:bowlimb
        BlueSlime:crossbowlimb
        BlueSlime:crossbowbody
        Netherrack:rod
        Netherrack:pickaxe
        Netherrack:shovel
        Netherrack:axe
        Netherrack:largeguard
        Netherrack:mediumguard
        Netherrack:crossbar
        Netherrack:binding
        Netherrack:sign
        Netherrack:largerod
        Netherrack:toughbinding
        Netherrack:largeplate
        Netherrack:broadaxe
        Netherrack:scythe
        Netherrack:excavator
        Netherrack:fullguard
        Netherrack:arrowhead
        Netherrack:crossbowbody
        Obsidian:rod
        Obsidian:pickaxe
        Obsidian:shovel
        Obsidian:axe
        Obsidian:largeguard
        Obsidian:mediumguard
        Obsidian:crossbar
        Obsidian:binding
        Obsidian:sign
        Obsidian:largerod
        Obsidian:toughbinding
        Obsidian:largeplate
        Obsidian:broadaxe
        Obsidian:scythe
        Obsidian:excavator
        Obsidian:hammerhead
        Obsidian:fullguard
        Obsidian:arrowhead
        Obsidian:crossbowbody
        Obsidian:shuriken
     >

    # Prevents the creation of listed Material-Tool combinations.
    # The format is <materialname>:<partname>
    # materialnames are: Wood, Stone, Iron, Flint, Pokefennium, Cactus, Invar, Bone, Nickel, Obsidian, Lead, Fairy, Netherrack, Silver, Slime, Platinum, Paper, Electrum, Cobalt, Ardite, Manyullyn, Copper, Bronze, Alumite, BlueSlime, Pink Slime, Steel, Plastic, PigIron, Amethyst, String
    # partnames are: swordblade, frypan, chisel, knifeblade, toughbinding, pickaxe, scythe, mediumguard, crossbowbody, largeplate, axe, largeblade, bowlimb, fullguard, largeguard, crossbowlimb, sign, crossbar, rod, shuriken, hammerhead, excavator, shovel, broadaxe, binding, largerod, arrowhead, 
    #  [default: ]
    S:restricted <
     >
}


END: "/config/IguanaTinkerTweaks/restrictions.cfg"

START: "/config/InGameInfoXML.cfg"
alignment {
    # Offsets for BOTTOMCENTER (X<space>Y).
    S:bottomcenter=0 -45

    # Offsets for BOTTOMLEFT (X<space>Y).
    S:bottomleft=2 -2

    # Offsets for BOTTOMRIGHT (X<space>Y).
    S:bottomright=-2 -2

    # Offsets for MIDDLECENTER (X<space>Y).
    S:middlecenter=0 0

    # Offsets for MIDDLELEFT (X<space>Y).
    S:middleleft=2 0

    # Offsets for MIDDLERIGHT (X<space>Y).
    S:middleright=-2 0

    # Offsets for TOPCENTER (X<space>Y).
    S:topcenter=0 2

    # Offsets for TOPLEFT (X<space>Y).
    S:topleft=2 2

    # Offsets for TOPRIGHT (X<space>Y).
    S:topright=-2 2
}


general {
    # The configuration that that should be loaded on startup.
    S:filename=InGameInfo.xml

    # Replace the debug overlay (F3) with the InGameInfoXML overlay.
    B:replaceDebug=false

    # The overlay will be scaled by this amount.
    S:scale=1.0

    # Display the overlay in chat.
    B:showInChat=true

    # Display the overlay on the player list.
    B:showOnPlayerList=true
}


END: "/config/InGameInfoXML.cfg"

START: "/config/IronChest.cfg"
general {
    B:cacheRenderingInformation=true
    B:ocelotsSitOnChests=true
}


END: "/config/IronChest.cfg"

START: "/config/JABBA.cfg"
experimental {
    # If true, barrels will expose their full contents through the standard MC inventory interfaces. This will allow mods that do not support the DSU to see the full contents of the barrel. *** WARNING *** This will allow mods that do not properly handle inventories to empty out a barrel in one go. Use at your own risk. If you do find such a game breaking mod, please report to that mods' author and ask them to handle inventories better. Otherwise, please enjoy this experimental feature ^_^ [default: false]
    B:exposeFullStorageSize=false
}


general {
    # If true, barrels can be initially placed and dollyed so that their front side can be on the top or bottom. The front side is the side with the initial sticker applied. [default: true]
    B:allowVerticalPlacement=true

    # This list contains paired numbers: first is the tier level this color applies to, second is the color. The color value is the RGB color as a single int
    I:colorOverrides <
        0
        0
     >
    B:diamondDollyActive=true

    # A structural tier will be created for each material in this list, even if not craftable
    S:materialList <
        Ore.plankWood
        Ore.ingotIron
        Ore.ingotGold
        Ore.gemDiamond
        Ore.obsidian
        Ore.whiteStone
        Ore.gemEmerald
     >

    # Maximum tier to generate crafting recipes for
    I:maxCraftableTier=7

    # Controls the minimum delay (in ms) between two server/client sync. Lower values mean closer to realtime, and more network usage.
    I:packetLimiterDelay=500

    # If true, punching a barrel will remove one item and shift punching a stack. [default: false]
    B:reverseBehaviourClickLeft=false

    # How many stacks the base barrel and each upgrade will provide
    I:stacksSize=64

    # The name of the item to use for the strutural tier upgrade recipes. Default is "minecraft:fence" for Vanilla Fence. The format is Ore.name for an ore dictionary lookup, or itemDomain:itemname[:meta] for a direct item, not this is case-sensitive.
    S:tierUpgradeItem=minecraft:fence

    # This is used when testing a players aim for block placement.  If the aim value is greater than or equal to this setting, it is determined you are attempting to place a block facing down.  The reverse is true for placing blocks facing up. 0 = dead ahead, 1 = directly above. [range: 0.0 ~ 1.0, default: 0.79]
    S:verticalPlacementRange=0.79
}


END: "/config/JABBA.cfg"

START: "/config/LavaMonsters.cfg"
##########################################################################################################
# _general
#--------------------------------------------------------------------------------------------------------#
# General and/or miscellaneous options.
##########################################################################################################

_general {
    # If true, lava monsters will have animated textures.
    B:animated_texture=true

    # The amount of armor lava monsters have.
    I:monster_armor=0

    # Ticks a monster must wait after attacking before it can start winding up again.
    I:monster_attack_cooldown=80

    # Number of fireballs shot with each attack.
    I:monster_attack_shots=3

    # Ticks between each fireball shot in an attack.
    I:monster_attack_spacing=6

    # Ticks it takes before a monster can start an attack.
    I:monster_attack_windup=60

    # Lava monsters' maximum health.
    D:monster_health=16.0
}


##########################################################################################################
# spawning
#--------------------------------------------------------------------------------------------------------#
# Options dictating the spawning algorithm for lava monsters.
##########################################################################################################

spawning {
    # If true, lava monsters will spawn in the Nether.
    B:Nether_spawn=true

    # If true, lava monsters will not spawn above layer 16.
    B:depth_hazard=false

    # If true, lava monsters do not require a source block to spawn.
    B:flowing_lava=false

    # If true, lava monsters will be able to spawn in lava one block deep.
    B:shallow_lava=false

    # The chance for a lava monster spawn attempt to be successful.
    D:spawn_chance=0.05

    # The number of ticks between each lava monster spawn attempt.
    I:spawn_frequency=10
}


END: "/config/LavaMonsters.cfg"

START: "/config/Lockdown.cfg"
"main menu" {
    B:"Disable Multiplayer Button"=true
}


"world creation" {
    B:"Disable Game Mode Button"=true
    B:"Disable More World Options Button"=true
    B:"Disable Regular World Creation"=true
    S:"World Template Directory"=template
}


END: "/config/Lockdown.cfg"

START: "/config/LunatriusCore.cfg"
versioncheck {
    # Should the mod check for updates?
    B:checkForUpdates=true

    # A list of known updates. Deleting versions from the list will remind you about them again.
    S:knownVersions <
        InGameInfoXML 2.8.1.80
        LunatriusCore 1.1.2.21
     >

    # Should the mod remind you only for new updates (once per version)?
    B:silenceKnownUpdates=false
}


END: "/config/LunatriusCore.cfg"

START: "/config/MobAmputation.cfg"
##########################################################################################################
# clientonly
#--------------------------------------------------------------------------------------------------------#
# These settings only affect the client running the mod.
##########################################################################################################

clientonly {
    # Should gibbing have blood?
    # 
    # Min: 0
    # Max: 1
    I:blood=1

    # Amount of blood particles spawned per gib
    # 
    # Min: 1
    # Max: 1000
    I:bloodCount=20

    # Should blood splurt out from the wound of the gib?
    # 
    # Min: 0
    # Max: 1
    I:bloodSplurt=1

    # Length of time gibs can live once they hit the ground
    # 
    # Min: 0
    I:gibGroundTime=100

    # Do gibs actively push mobs in its path?
    # 
    # Min: 0
    # Max: 1
    I:gibPushing=1

    # Length of time gibs can live (entirely)
    # 
    # Min: 0
    I:gibTime=1000

    # Should blood be green instead of red?
    # 
    # Min: 0
    # Max: 1
    I:greenBlood=0

    # Can players be gibbed?
    # 
    # Min: 0
    # Max: 1
    I:playerGibs=1
}


##########################################################################################################
# gameplay
#--------------------------------------------------------------------------------------------------------#
# These options affect the gameplay while using the mod.
##########################################################################################################

gameplay {
    # Chance that mobs will gib.
    # Only when Tool Effect is off.
    # 
    # Min: 0
    # Max: 100
    I:gibChance=100

    # Should mobs without heads take massive damage?
    # 
    # Min: 0
    # Max: 1
    I:headlessDeath=1

    # Additional projectiles which affects gibbing.
    # Default chance is 100%
    # 
    # <EntityName>: <Chance out of 100>, <EntityName>, <EntityName> etc
    # 
    # EG:"Arrow: 100, Snowball: 50"
    S:projectileList=

    # Should tools affect gibbing chance?
    # 
    # Min: 0
    # Max: 1
    I:toolEffect=1
}


END: "/config/MobAmputation.cfg"

START: "/config/MobDismemberment.cfg"
##########################################################################################################
# clientonly
#--------------------------------------------------------------------------------------------------------#
# These settings only affect the client running the mod.
##########################################################################################################

clientonly {
    # Should gibbing have blood?
    # 
    # Min: 0
    # Max: 1
    I:blood=1

    # Amount of blood particles spawned per gib
    # 
    # Min: 1
    # Max: 1000
    I:bloodCount=100

    # Should blood splurt out from the wound of the gib?
    # 
    # Min: 0
    # Max: 1
    I:bloodSplurt=1

    # Length of time gibs can once they hit the ground
    # 
    # Min: 0
    I:gibGroundTime=100

    # Do gibs actively push mobs in it's path?
    # 
    # Min: 0
    # Max: 1
    I:gibPushing=1

    # Length of time gibs can live (entirely)
    # 
    # Min: 0
    I:gibTime=1000

    # Should blood be green instead of red?
    # 
    # Min: 0
    # Max: 1
    I:greenBlood=0
}


END: "/config/MobDismemberment.cfg"

START: "/config/OpenBlocks.cfg"
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:cannon=true
    B:canvas=true
    B:canvasglass=true
    B:donationStation=true
    B:drawingtable=true
    B:elevator=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: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"
     >
}


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=32.0
}


cursor {
    # Amount of damage a cursor can take
    I:cursorMaxDamage=128
}


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

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


dropblock {
    # Does the elevator drain player XP when used?
    B:elevatorDrainsXP=true

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

    # 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. -1 disables this
    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 <
     >
}


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=true

    # Id of last stand enchantment
    I:lastStandEnchantmentId=212

    # Id of liquid XP fluid (WARNING: only for users who know what they are doing - changing this id can break worlds
    S:xpFluidId=xpjuice
}


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

    # 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

    # Should grave try to spawn when player died by falling into void? (false -> legacy behaviour)
    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
}


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


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=true
    B:emptyMap=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
}


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


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

    # Should tuned crystals sell records too
    B:radioVillagerSellsRecords=true
}


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

    # SpongeOnAStick use count
    I:spongeStickUseCount=256
}


sprinkler {
    # 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
}


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

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

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

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


trophy {
    # The chance (from 0 to 1) of a trophy drop. for example, 0.001 for 1/1000
    D:trophyDropChance=0.001
}


END: "/config/OpenBlocks.cfg"

START: "/config/OpenMods.cfg"
debug {
    # Maximum fake player pool that can doesn't produce warning
    I:fakePlayerCountThreshold=10
}


END: "/config/OpenMods.cfg"

START: "/config/ProjectE/ProjectE.cfg"
blocks {
    # Enable Alchemical Chest recipe [default: true]
    B:enableAlcChest=true

    # Enable Energy Collector MK1 recipe [default: true]
    B:enableCollector=true

    # Enable Energy Collector MK2 recipe [default: true]
    B:enableCollector2=true

    # Enable Energy Collector MK3 recipe [default: true]
    B:enableCollector3=true

    # Enable Energy Condenser recipe [default: true]
    B:enableCondenser=true

    # Enable Energy Condenser MK2 recipe [default: true]
    B:enableCondenser2=true

    # Enable Dark Matter Furnace recipe [default: true]
    B:enableDarkFurnace=true

    # Enable DM Pedestal recipe [default: true]
    B:enableDarkPedestal=true

    # Enable Interdiction Torch recipe [default: true]
    B:enableITorch=true

    # Enable Red Matter Furnace recipe [default: true]
    B:enableRedFurnace=true

    # Enable AntiMatter Relay MK1 recipe [default: true]
    B:enableRelay=true

    # Enable AntiMatter Relay MK2 recipe [default: true]
    B:enableRelay2=true

    # Enable AntiMatter Relay MK3 recipe [default: true]
    B:enableRelay3=true

    # Enable Transmutation Table recipe [default: true]
    B:enableTransTable=true
}


difficulty {
    # If true some ProjectE items require a nether star instead of a diamond. [default: false]
    B:altCraftingMat=false

    # The Tome of Knowledge can be crafted. [default: false]
    B:craftableTome=false
}


effects {
    # If true the Interdiction Torch only affects hostile mobs. If false it affects all non blacklisted living entities. [default: true]
    B:interdictionMode=true

    # Bonus ticks given by the Watch of Flowing Time while in the pedestal. 0 = effectively no bonus. [range: 0 ~ 256, default: 18]
    I:timePedBonus=18

    # Factor the Watch of Flowing Time slows down mobs by while in the pedestal. Set to 1.0 for no slowdown. [range: 0.0 ~ 1.0, default: 0.1]
    S:timePedMobSlowness=0.1
}


items {
    # Enable Watch of Flowing Time [default: true]
    B:enableTimeWatch=true
}


misc {
    # Enable a more verbose debug logging [default: false]
    B:debugLogging=false

    # Show the EMC value as a tooltip on items and blocks [default: true]
    B:emcToolTips=true

    # Show item Ore Dictionary names in tooltips (useful for custom EMC registration) [default: false]
    B:odToolTips=false

    # Show DM pedestal functions in item tooltips [default: true]
    B:pedestalToolTips=true

    # Show pedestal function tooltips only in pedestal GUI [default: false]
    B:pedestalToolTipsInGUI=false

    # Show stats as tooltips for various ProjectE blocks [default: true]
    B:statToolTips=true

    # Show item unlocalized names in tooltips (useful for custom EMC registration) [default: false]
    B:unToolTips=false
}


##########################################################################################################
# pedestalcooldown
#--------------------------------------------------------------------------------------------------------#
# Cooldown for various items within the pedestal. A cooldown of -1 will disable the functionality.
# A cooldown of 0 will cause the actions happens every tick. Use caution as a very low value could cause TPS issues.
##########################################################################################################

pedestalcooldown {
    # Delay between Archangel Smite shooting arrows while in the pedestal. [range: -1 ~ 2147483647, default: 100]
    I:archangelPedCooldown=100

    # Delay between Body Stone healing 0.5 shanks while in the pedestal. [range: -1 ~ 2147483647, default: 10]
    I:bodyPedCooldown=10

    # Delay between Evertide Amulet trying to start rain while in the pedestal. [range: -1 ~ 2147483647, default: 20]
    I:evertidePedCooldown=20

    # Delay between Harvest Goddess trying to grow and harvest while in the pedestal. [range: -1 ~ 2147483647, default: 10]
    I:harvestPedCooldown=10

    # Delay between Ignition Ring trying to light entities on fire while in the pedestal. [range: -1 ~ 2147483647, default: 40]
    I:ignitePedCooldown=40

    # Delay between Life Stone healing both food and hunger by 0.5 shank/heart while in the pedestal. [range: -1 ~ 2147483647, default: 5]
    I:lifePedCooldown=5

    # Delay between Talisman of Repair trying to repair player items while in the pedestal. [range: -1 ~ 2147483647, default: 20]
    I:repairPedCooldown=20

    # Delay between Soul Stone healing 0.5 hearts while in the pedestal. [range: -1 ~ 2147483647, default: 10]
    I:soulPedCooldown=10

    # Delay between SWRG trying to smite mobs while in the pedestal. [range: -1 ~ 2147483647, default: 70]
    I:swrgPedCooldown=70

    # Delay between Volcanite Amulet trying to stop rain while in the pedestal. [range: -1 ~ 2147483647, default: 20]
    I:volcanitePedCooldown=20

    # Delay between Zero Ring trying to extinguish entities and freezing ground while in the pedestal. [range: -1 ~ 2147483647, default: 40]
    I:zeroPedCooldown=40
}


END: "/config/ProjectE/ProjectE.cfg"

START: "/config/RandomThings.cfg"
blocks {
    B:BloodmoonSensor=true
    B:DyeingMachine=true
    B:EnderEnergyDistributor=true
    B:EnergyDistributor=true
    B:FertilizedDirt=true
    B:FluidDisplay=true
    B:ItemCollector=true
    B:LapisLamp=true
    B:MoonSensor=true
    B:NotificationInterface=true
    B:OnlineDetector=true
    B:PlayerInterface=true
    B:SpectreGlass=true
}


dungeonloot {
    I:WhiteStone=3
}


items {
    B:BiomePainter=true
    B:BiomeSolution=true
    B:Bloodstone=true
    B:CreativeChestGenerator=true
    B:CreativeGrower=true
    B:CreativeSword=true
    B:DropFilter=true
    B:EnderLetter=true
    B:Ginto=true
    B:Imbues=true
    B:MagneticForce=true
    B:OpSpectreKey=true
    B:SoundRecorder=true
    B:SpectreArmor=true
    B:SpectreKey=true
    B:SpectreSword=true
    B:SpiritBinder=true
    B:VoidStone=true
    B:Whitestone=true
}


##########################################################################################################
# potionids
#--------------------------------------------------------------------------------------------------------#
# Setting these to -1 will auto resolve them. If RandomThings finds a potion at the position of the specified id it will try to find a free one. It will also dynamically increase the size of the potion array if necessary.
##########################################################################################################

potionids {
    I:ImbueExperience=26
    I:ImbueFire=34
    I:ImbuePoison=25
    I:ImbueSpectre=37
    I:ImbueWeakness=36
    I:ImbueWither=35
}


settings {
    # The amount of ticks the biome capsule needs to collect 1 charge
    I:BiomeChargeTime=20

    # Whether fog will turn black on a Bloodmoon to look better with the red sky
    B:BloodMoonBlackFog=true

    # The chance of a bloodmoon happening (0=Never;1=Every night;0.05=5% of all nights)
    D:BloodMoonChance=0.05

    # Whether players are NOT allowed to sleep during a bloodmoon
    B:BloodMoonNoSleep=true

    # Whether light will be tinted red on a Bloodmoon
    B:BloodMoonRedLight=true

    # Whether the moon will be red on a Bloodmoon
    B:BloodMoonRedMoon=true

    # Whether the sky will turn red on a Bloodmoon
    B:BloodMoonRedSky=true

    # With which number should the default entity limit be multiplicated on a blood moon
    I:BloodMoonSpawnLimitMult=3

    # How close can enemys spawn next to the player on a bloodmoon in blocks? (Vanilla=24)
    I:BloodMoonSpawnRange=3

    # How much faster enemys spawn on a bloodmoon (0=Vanilla)
    I:BloodMoonSpawnSpeed=3

    # Whether players in the overworld should receive a message at the beginning of the bloodmoon
    B:BloodmoonMessage=true

    # Whether the Bloodmoon should respect the doMobSpawning gamerule
    B:BloodmoonRespectGamerule=true

    # Should monsters spawned by a bloodmoon vanish at dawn?
    B:BloodmoonVanish=false

    # Bonemeal particles will appear whenever fertilized dirt boosts the plant
    B:FertilizedDirtGrowthIndicator=false

    # How often should Fertilize Dirt tick the plant above it when it's ticked itself?
    I:FertilizedDirtGrowthModifier=3

    # The duration of imbues (in ticks)
    I:ImbueDuration=6000

    # A random number from 0-thisconfigoption will be added to the decay speed for every Leave. Setting this to 0 will decay leaves rather linear while higher numbers will let the whole thing look more natural
    I:LeaveDecayFuzz=5

    # The amount of ticks every leave needs to decay (Lower is faster)
    I:LeaveDecaySpeed=7

    # In ticks (20=1 Second)
    I:MagneticForceTeleportLength=200
    B:SpectreDimensionFog=true

    # The Dimension ID of the spectre World. On first run and when you set this setting to -1 RandomThings will try to find a dimensionID itself
    I:SpectreDimensionID=2

    # The chance of phasing through an attack while being imbued with spectre
    D:SpectreImbueChance=0.1

    # The chance of a spirit spawning when you don't use a Spectre Sword (0-1)
    D:SpiritChance=0.02

    # The chance of a spirit spawning when you have a spirit binder in your inventory and kill the entity with a spectre sword. (0-1)
    D:SpiritChanceSword=0.1

    # The range of a wireless lever in blocks
    I:WirelessLeverRange=10
}


vanillachanges {
    # Leaves will decay much faster when no longer connected to a log
    B:FasterLeaveDecay=true

    # The minimum light will be removed so if there's no light source it's actually going to be completely black
    B:"Hardcore Darkness"=false

    # Locks the Gamma to 0
    B:LockedGamma=false

    # The normal dirt background will be replaced with a different block each start
    B:ModifiedBackgrounds=true

    # When you throw something or shoot an arrow the motion of the player will be added to the motion of the projectile
    B:ThrowableMotion=false

    # If this is not empty the options background will not be random but the one specified here. This has to be a Resource Location, for more information visit the Curse Forge Page of Custom Backgrounds
    S:fixedBackground=
}


END: "/config/RandomThings.cfg"

START: "/config/SlimeKnights/Mantle.cfg"
debughelpers {
    B:"Dump BIOME ID's in log"=false
    B:"Dump ENCHANT ID's in log"=false
    B:"Dump POTION ID's in log"=false
    B:"Force all unidentified logging entries (STDOUT/STDERR) through log4j2"=false
    B:enableChat=false
    B:enableConsole=false
}


environment {
    B:unsupportedLogging=false
}


END: "/config/SlimeKnights/Mantle.cfg"

START: "/config/SpecialMobs.cfg"
##########################################################################################################
# _enchants
#--------------------------------------------------------------------------------------------------------#
# Ids for all enchantments added by this mod. Set the id to -1 to disable any specific enchantment.
##########################################################################################################

_enchants {
    I:pain_bow=160
    I:pain_sword=161
    I:plague_bow=162
    I:plague_sword=163
    I:poison_bow=164
    I:poison_sword=165
}


##########################################################################################################
# _extra_spawning
#--------------------------------------------------------------------------------------------------------#
# Weighted chances for each additional spawn. Set the weight to 0 to disable the spawn.
##########################################################################################################

_extra_spawning {
    I:end_ender_creeper=1
    I:nether_fire_creeper=10
    I:overworld_ghast_mount=1
}


##########################################################################################################
# _general
#--------------------------------------------------------------------------------------------------------#
# Spawn rates for each mob type and miscellaneous options.
##########################################################################################################

_general {
    # The maximum magnitude for random size scaling (scaling * 50% = max difference %). Setting this to 0 disables random size scaling. Default is +/-15%
    D:random_scaling=0.3

    # If true, the game will attempt to make a spawn egg for each special mob. Be warned, this will eat up a ton of global entity ids. Default is false.
    B:spawn_eggs=false

    # If false, trolling will be disabled. Default is true.
    B:trolling=true
}


##########################################################################################################
# _mob_stats
#--------------------------------------------------------------------------------------------------------#
# Additional options for mobs' stats, such as the chance for the mob to have a bow or to be unusually hostile.
##########################################################################################################

_mob_stats {
    # (0 <= x <= 1) Chance that a skeleton will spawn as a baby. Default is 5%.
    D:baby_skeleton_chance=0.05

    # (0 <= x <= 1) Chance that a zombie pigman will spawn with a bow, if possible. Default is 25%.
    D:bow_chance_pigzombie=0.25

    # (0 <= x <= 1) Chance that a skeleton will spawn with a bow, if possible. Default is 95%.
    D:bow_chance_skeleton=0.95

    # (0 <= x <= 1) Chance that a wither skeleton will spawn with a bow, if possible. Default is 5%.
    D:bow_chance_wither=0.05

    # (0 <= x <= 1) Chance that a zombie will spawn with a bow, if possible. Default is 5%.
    D:bow_chance_zombie=0.05

    # (0 <= x <= 1) Chance that any creeper spawned during a thunderstorm will be charged. Default is 1%.
    D:creeper_charge_chance=0.01

    # (True/false) If true, endermen will pick up blocks and place them around randomly, as in vanilla. Default is true.
    B:enderman_griefing=true

    # (0 <= x <= 1) Chance that a cave spider will spawn aggressive in daylight. Default is 100%.
    D:hostile_cavespiders=1.0

    # (0 <= x <= 1) Chance that a zombie pigman will spawn already mad. Default is 5%.
    D:hostile_pigzombies=0.05

    # (0 <= x <= 1) Chance that a silverfish will spawn already calling for reinforcements. Default is 20%.
    D:hostile_silverfish=0.2

    # (0 <= x <= 1) Chance that a spider will spawn aggressive in daylight. Default is 10%.
    D:hostile_spiders=0.1

    # (0 <= x <= 1) Chance that a cave spider will spawn with a spitting attack. Default is 10%.
    D:spit_chance_cavespider=0.1

    # (0 <= x <= 1) Chance that a spider will spawn with a spitting attack. Default is 5%.
    D:spit_chance_spider=0.05

    # (0 <= x <= 1) Chance that a villager will be infected when killed by a zombie. Default is 100%.
    D:villager_infection=1.0

    # (True/false) If false, ghost spiders and faint ghasts will require line of sight to aggro, unlike their normal counterparts. Default is false.
    B:xray_ghosts=false
}


##########################################################################################################
# cavespider_rates
#--------------------------------------------------------------------------------------------------------#
# Weighted chances for each mob subtype when a vanilla Cave Spider is spawned.
##########################################################################################################

cavespider_rates {
    # If this false, vanilla cavespiders will be replaced with similar Special Mobs versions if not "special".
    B:_allow_vanilla=false

    # Set this to false to disable all special cavespiders.
    B:_special_cavespiders=true
    I:_vanilla=30
    I:baby=1
    I:flying=1
    I:mother=1
    I:tough=1
    I:web=1
    I:witch=1
}


##########################################################################################################
# creeper_rates
#--------------------------------------------------------------------------------------------------------#
# Weighted chances for each mob subtype when a vanilla Creeper is spawned.
##########################################################################################################

creeper_rates {
    # If this false, vanilla creepers will be replaced with similar Special Mobs versions if not "special".
    B:_allow_vanilla=false

    # Set this to false to disable all special creepers.
    B:_special_creepers=true
    I:_vanilla=30
    I:armor=1
    I:dark=1
    I:death=1
    I:dirt=1
    I:doom=1
    I:drowning=1
    I:ender=1
    I:fire=1
    I:jumping=1
    I:lightning=1
    I:mini=1
    I:splitting=1
}


##########################################################################################################
# enderman_rates
#--------------------------------------------------------------------------------------------------------#
# Weighted chances for each mob subtype when a vanilla Enderman is spawned.
##########################################################################################################

enderman_rates {
    # If this false, vanilla endermen will be replaced with similar Special Mobs versions if not "special".
    B:_allow_vanilla=false

    # Set this to false to disable all special endermen.
    B:_special_endermen=true
    I:_vanilla=30
    I:blinding=1
    I:cursed=1
    I:icy=1
    I:lightning=1
    I:mini=1
    I:mirage=1
    I:thief=1
}


##########################################################################################################
# ghast_rates
#--------------------------------------------------------------------------------------------------------#
# Weighted chances for each mob subtype when a vanilla Ghast is spawned.
##########################################################################################################

ghast_rates {
    # If this false, vanilla ghasts will be replaced with similar Special Mobs versions if not "special".
    B:_allow_vanilla=false

    # Set this to false to disable all special ghasts.
    B:_special_ghasts=true
    I:_vanilla=30
    I:baby=1
    I:faint=1
    I:fighter=1
    I:king=1
    I:mini=1
    I:queen=1
    I:unholy=1
}


##########################################################################################################
# pigzombie_rates
#--------------------------------------------------------------------------------------------------------#
# Weighted chances for each mob subtype when a vanilla Zombie Pigman is spawned.
##########################################################################################################

pigzombie_rates {
    # If this false, vanilla pigzombies will be replaced with similar Special Mobs versions if not "special".
    B:_allow_vanilla=false

    # Set this to false to disable all special pigzombies.
    B:_special_pigzombies=true
    I:_vanilla=30
    I:brutish=1
    I:fishing=1
    I:giant=1
    I:hungry=1
    I:plague=1
    I:vampire=1
}


##########################################################################################################
# silverfish_rates
#--------------------------------------------------------------------------------------------------------#
# Weighted chances for each mob subtype when a vanilla Silverfish is spawned.
##########################################################################################################

silverfish_rates {
    # If this false, vanilla silverfishs will be replaced with similar Special Mobs versions if not "special".
    B:_allow_vanilla=false

    # Set this to false to disable all special silverfishs.
    B:_special_silverfishs=true
    I:_vanilla=30
    I:blinding=1
    I:fishing=1
    I:flying=1
    I:poison=1
    I:tough=1
}


##########################################################################################################
# skeleton_rates
#--------------------------------------------------------------------------------------------------------#
# Weighted chances for each mob subtype when a vanilla Skeleton is spawned.
##########################################################################################################

skeleton_rates {
    # If this false, vanilla skeletons will be replaced with similar Special Mobs versions if not "special".
    B:_allow_vanilla=false

    # Set this to false to disable all special skeletons.
    B:_special_skeletons=true
    I:_vanilla=30
    I:brutish=1
    I:fire=1
    I:gatling=1
    I:giant=1
    I:poison=1
    I:sniper=1
    I:spitfire=1
    I:thief=1
}


##########################################################################################################
# spider_rates
#--------------------------------------------------------------------------------------------------------#
# Weighted chances for each mob subtype when a vanilla Spider is spawned.
##########################################################################################################

spider_rates {
    # If this false, vanilla spiders will be replaced with similar Special Mobs versions if not "special".
    B:_allow_vanilla=false

    # Set this to false to disable all special spiders.
    B:_special_spiders=true
    I:_vanilla=30
    I:baby=1
    I:desert=1
    I:flying=1
    I:ghost=1
    I:giant=1
    I:hungry=1
    I:mother=1
    I:pale=1
    I:poison=1
    I:small=1
    I:tough=1
    I:web=1
    I:witch=1
}


##########################################################################################################
# zombie_rates
#--------------------------------------------------------------------------------------------------------#
# Weighted chances for each mob subtype when a vanilla Zombie is spawned.
##########################################################################################################

zombie_rates {
    # If this false, vanilla zombies will be replaced with similar Special Mobs versions if not "special".
    B:_allow_vanilla=false

    # Set this to false to disable all special zombies.
    B:_special_zombies=true
    I:_vanilla=30
    I:brutish=1
    I:fire=1
    I:fishing=1
    I:giant=1
    I:hungry=1
    I:plague=1
}


END: "/config/SpecialMobs.cfg"

START: "/config/TinkersConstruct.cfg"
achievements {
    B:"Enable Achievements"=true
}


"difficulty changes" {
    B:"Add alternative recipe for bolt parts: arrowhead + toolrod in a crafting grid"=false
    B:"Allow creation of endstone"=true
    B:"Balanced Flux Modifier"=true
    B:"Craft metals with Wood Patterns"=false
    B:"Craft vanilla metal blocks"=true
    B:"Deny creation of non-metal mattocks"=false
    B:"Enable Auto-Smelt and Fortune interaction"=true
    B:"Enable mod blue slime tools"=true
    B:"Enable mod bone tools"=true
    B:"Enable mod cactus tools"=true
    B:"Enable mod flint tools"=true
    B:"Enable mod netherrack tools"=true
    B:"Enable mod paper tools"=true
    B:"Enable mod slime tools"=true
    B:"Enable mod stone tools"=true
    B:"Enable mod wooden tools"=true
    B:"Keep hunger on death"=true
    B:"Keep levels on death"=true
    B:"Modifiers increase Mining Level"=true
    B:"Remove Vanilla Tool Effectiveness"=false
    B:"Remove Vanilla Tool Recipes"=false
    B:"Spawn beginner book"=true
    B:"Tools lose 10% durability on death"=true
}


dimblacklist {
    # True: slime islands wont generate in any ages other than overworld(if enabled); False: will generate in all non-blackisted ages
    B:GenerateSlimeIslandInDim0Only=false

    # Add dimension ID's to prevent slime islands from generating in them
    I:SlimeIslandDimBlacklist <
     >

    # Generate slime islands in flat worlds
    B:genIslandsFlat=false

    # True: slime islands generate in overworld; False they do not generate
    B:slimeIslGenDim0=true
}


experimental {
    B:"Allow horses to be melted down for glue"=true
    B:"Allow villagers to be melted down for emeralds"=true
    B:"Items can be thrown into smelteries"=true
    B:"Minimal Textures"=false

    # This fixes very fast tools sometimes resulting in ghost blocks, but causes a bit more network traffic. Should be fine in theory.
    B:"Send additional block updates when using AOE tools"=true
}


general {
    # You will always get a TConstruct item from casting an ingot or block.
    B:"Always cast TConstruct ingots"=true
    I:"Sea level"=64
}


looks {
    # 0 = disabled, 1 = enabled, 2 = enabled + ignore stained glass meta
    B:"Connected Textures Enabled"=true
}


mobs {
    # Set to 0 to disable
    I:"Blue Slime spawn chance"=1
}


"smeltery output modification" {
    # Number of ingots returned from smelting Aluminum Brass in the smeltery
    I:"Aluminum Brass ingot return"=4

    # Number of ingots returned from smelting Alumite in the smeltery
    I:"Alumite ingot return"=3

    # Number of ingots returned from smelting Bronze in the smeltery
    I:"Bronze ingot return"=4

    # Number of ingots returned from smelting ores in the smeltery
    I:"Ingots per ore"=2

    # Number of ingots returned from smelting Manyullyn in the smeltery
    I:"Manyullyn ingot return"=1

    # Number of ingots returned from smelting Pig Iron in the smeltery
    I:"Pig Iron ingot return"=1
}


superfun {
    B:"All the world is Superfun"=false
    B:Enable-TCon-Capes=true
}


"ultra hardcore changes" {
    # Gives all tier 1 patterns when pattern chest is placed
    B:"Add Patterns to Pattern Chests"=false
    B:"Add World Border"=false

    # Makes recipes for gold apples, carrots, and melon potions more expensive
    B:"Change Crafting Recipes"=false
    B:"Change Ghast drops to Gold Ingots"=false
    B:"Necrotic modifier only heals on hostile mob kills"=false
    B:"Passive Health Regen"=true
    B:"Players drop heads on death"=false
    I:"World Border Radius"=1000
}


worldgen {
    I:"Aluminum Bush Density"=2
    I:"Aluminum Bush Max Y"=60
    I:"Aluminum Bush Min Y"=0
    I:"Aluminum Bush Rarity"=2
    I:"Aluminum Surface Rarity"=50
    I:"Aluminum Underground Density"=3
    I:"Aluminum Underground Max Y"=64
    I:"Aluminum Underground Min Y"=0
    I:"Cobalt Surface Rarity"=2000
    I:"Copper Bush Density"=2
    I:"Copper Bush Max Y"=60
    I:"Copper Bush Min Y"=20
    I:"Copper Bush Rarity"=3

    # Rarity: 1/num to generate in chunk
    I:"Copper Surface Rarity"=100

    # Density: Chances per chunk
    I:"Copper Underground Density"=2
    I:"Copper Underground Max Y"=60
    I:"Copper Underground Min Y"=20
    I:"Essence Bush Rarity"=6
    I:"Gold Bush Density"=1
    I:"Gold Bush Rarity"=8
    I:"Gold Surface Rarity"=900
    I:"Iron Bush Density"=1
    I:"Iron Bush Rarity"=5
    I:"Iron Surface Rarity"=400
    I:"Nether Ores Density"=8
    I:"Silver Bush Density"=1
    I:"Slime Island Rarity"=1450
    I:"Tin Bush Density"=2
    I:"Tin Bush Max Y"=40
    I:"Tin Bush Min Y"=0
    I:"Tin Bush Rarity"=3
    I:"Tin Surface Rarity"=100
    I:"Tin Underground Density"=2
    I:"Tin Underground Max Y"=40
    I:"Tin Underground Min Y"=0
}


"worldgen disabler" {
    B:"Add Village Generation"=true
    B:"Enable the Tinkers Villager to trade for oreberries"=true
    B:"Generate Aluminum"=true
    B:"Generate Aluminum Bushes"=true
    B:"Generate Cobalt and Ardite"=true
    B:"Generate Copper"=true
    B:"Generate Copper Bushes"=true
    B:"Generate Essence Bushes"=true
    B:"Generate Gold Bushes"=true
    B:"Generate Iron Bushes"=true
    B:"Generate Surface Aluminum"=true
    B:"Generate Surface Copper"=true
    B:"Generate Surface Gold"=true
    B:"Generate Surface Iron"=true
    B:"Generate Surface Tin"=true
    B:"Generate Tin"=true
    B:"Generate Tin Bushes"=true
}


END: "/config/TinkersConstruct.cfg"

START: "/config/TinkersModules.cfg"
"modules: disabling these will disable a chunk of the mod" {
    # Adds a gear cast if other mods provide gears
    B:"Tinkers Gears"=true

    # Modifyable armors, such as the traveller's gear.
    B:"Tinkers' Armory"=true

    # Mechanical machinations and steampunk inspired shenanigans.
    B:"Tinkers' Mechworks"=true

    # Liquid metals, casting, and the multiblock structure.
    B:"Tinkers' Smeltery"=true

    # The main core of the mod! All of the tools, the tables, and the patterns are here.
    B:"Tinkers' Weaponry"=true
}


END: "/config/TinkersModules.cfg"

START: "/config/TurkeyUtil.cfg"
"basic settings" {
    B:"Check for Dev Builds"=true
    B:"Check for new Builds"=true
}


##########################################################################################################
# craftable settings
#--------------------------------------------------------------------------------------------------------#
# Allows you to enable and disable items crafting recipies
##########################################################################################################

"craftable settings" {
    B:" Charcoal Block"=true
    B:" Fabulous Diamond Block"=true
    B:" Mystical Ladyosto Ore"=true
    B:"Chain armor"=true
    B:"CobbleStone Armor"=true
    B:"Compressed Coal"=true
    B:"Compressed Obsidian"=true
    B:"Super Fabulous Armor"=true
    B:item.Bacon_Rock_Soup=true
    B:item.Better_Book=true
    B:item.Bowl_of_Noodles=true
    B:item.Call_Of_The_Ducky_Army=true
    B:item.Chain=true
    B:item.Chain_Patch=true
    B:item.Cooked_Bacon=true
    B:item.Cooked_Chicken_Nugget=true
    B:item.Cooked_Duck=true
    B:item.Cooked_Hotdog=true
    B:item.Cooked_Turkey=true
    B:item.Danger_Dog=true
    B:"item.Darkosto's_Coffee"=true
    B:item.Diamond_Hammer=true
    B:item.Doughnut_Bacon=true
    B:"item.Draskia's_Potato"=true
    B:item.Flour=true
    B:item.Gas_Mask=true
    B:item.Genpie=true
    B:item.Gold_Hammer=true
    B:item.Gummy_worms=true
    B:item.Happiness=true
    B:item.Hound_Biscuit=true
    B:item.Infinity_Air_Bucket=true
    B:item.Infinity_Lava_Bucket=true
    B:item.Infinity_Water_Bucket=true
    B:item.Ingy_The_Ingot=true
    B:item.Iron_Hammer=true
    B:item.Juice=true
    B:item.Key_Lime_Pie=true
    B:item.Lime_Seeds=true
    B:"item.Naraxam's_Bug_Swatter"=true
    B:item.Noodles=true
    B:item.Pie_Pan=true
    B:item.Raw_Bacon=true
    B:item.Raw_Chicken_Nugget=true
    B:item.Raw_Hotdog=true
    B:item.Raw_Waffle=true
    B:item.Rock_Soup=true
    B:item.Stone_Hammer=true
    B:"item.Thilia's_Turtle_Shell"=true
    B:item.TurkeyTape=true
    B:item.Waffle=true
    B:item.Walking_Wounded_Headband=true
    B:item.Wooden_Hammer=true
    B:"item.pandaaburr's_Panda_Mask"=true
    B:item.wallachsAnnounce=true
    B:leather=true
}


entities {
    S:"Duck Entity ID"=7001
    S:"Poison Skelton Entity ID"=7010
    S:"Rhea Entity ID"=7002
    S:"Turkey Entity ID"=7000
    S:"Voxel Entity ID"=7003
}


END: "/config/TurkeyUtil.cfg"

START: "/config/Waila.cfg"
general {
    I:waila.cfg.alpha=80
    I:waila.cfg.bgcolor=1048592
    I:waila.cfg.fontcolor=10526880
    I:waila.cfg.gradient1=5243135
    I:waila.cfg.gradient2=2621567
    I:waila.cfg.heartsperline=20
    B:waila.cfg.keybind=true
    B:waila.cfg.liquid=false
    I:waila.cfg.maxhpbeforetext=40
    B:waila.cfg.metadata=false
    B:waila.cfg.newfilters=true
    I:waila.cfg.posx=5000
    I:waila.cfg.posy=100
    I:waila.cfg.scale=100
    B:waila.cfg.show=true
    B:waila.cfg.showmode=true
}


##########################################################################################################
# modules
#--------------------------------------------------------------------------------------------------------#
# Those are the config keys defined in modules.
# Server side, it is used to enforce keys client side using the next section.
##########################################################################################################

modules {
    B:bb.itemnumb=true
    B:bb.itemtype=true
    B:bb.space=true
    B:enderstorage.colors=true
    B:extrautilities.fluidamount=true
    B:facades.hidden=true
    B:general.showcrop=true
    B:general.showhp=true
    B:harvestability.currentlyharvestable=true
    B:harvestability.currentlyharvestable.sneakingonly=false
    B:harvestability.effectivetool=true
    B:harvestability.effectivetool.sneakingonly=false
    B:harvestability.harvestlevel=true
    B:harvestability.harvestlevel.sneakingonly=false
    B:harvestability.minimal=false
    B:harvestability.oresonly=false
    B:harvestability.shearability=true
    B:harvestability.shearability.sneakingonly=false
    B:harvestability.silktouchability=true
    B:harvestability.silktouchability.sneakingonly=false
    B:harvestability.toolrequiredonly=true
    B:harvestability.unharvestableonly=false
    B:openblocks.fluidamount=true
    B:tcon.basin=true
    B:tcon.castingchannel=true
    B:tcon.searedtank=true
    B:tcon.smeltery=true
    B:tcon.table=true
    B:thermalexpansion.cache=true
    B:thermalexpansion.energycell=true
    B:thermalexpansion.energyhandler=true
    B:thermalexpansion.fluidamount=true
    B:thermalexpansion.fluidtype=true
    B:thermalexpansion.owner=true
    B:thermalexpansion.tankmode=true
    B:thermalexpansion.tessfreq=true
    B:thermalexpansion.tesssendrecv=true
    B:vanilla.comparator=true
    B:vanilla.jukebox=true
    B:vanilla.leverstate=true
    B:vanilla.redstone=true
    B:vanilla.repeater=true
    B:vanilla.silverfish=true
    B:vanilla.spawntype=true
}


##########################################################################################################
# server_forcing
#--------------------------------------------------------------------------------------------------------#
# Any key set to true here will ensure that the client is using the configuration set in the 'module' section above.
# This is useful for enforcing false to 'cheating' keys like silverfish.
##########################################################################################################

server_forcing {
    B:bb.itemnumb=false
    B:bb.itemtype=false
    B:bb.space=false
    B:enderstorage.colors=false
    B:extrautilities.fluidamount=false
    B:facades.hidden=false
    B:general.showcrop=false
    B:general.showhp=false
    B:harvestability.currentlyharvestable=false
    B:harvestability.currentlyharvestable.sneakingonly=false
    B:harvestability.effectivetool=false
    B:harvestability.effectivetool.sneakingonly=false
    B:harvestability.harvestlevel=false
    B:harvestability.harvestlevel.sneakingonly=false
    B:harvestability.minimal=false
    B:harvestability.oresonly=false
    B:harvestability.shearability=false
    B:harvestability.shearability.sneakingonly=false
    B:harvestability.silktouchability=false
    B:harvestability.silktouchability.sneakingonly=false
    B:harvestability.toolrequiredonly=false
    B:harvestability.unharvestableonly=false
    B:openblocks.fluidamount=false
    B:tcon.basin=false
    B:tcon.castingchannel=false
    B:tcon.searedtank=false
    B:tcon.smeltery=false
    B:tcon.table=false
    B:thermalexpansion.cache=false
    B:thermalexpansion.energycell=false
    B:thermalexpansion.energyhandler=false
    B:thermalexpansion.fluidamount=false
    B:thermalexpansion.fluidtype=false
    B:thermalexpansion.owner=false
    B:thermalexpansion.tankmode=false
    B:thermalexpansion.tessfreq=false
    B:thermalexpansion.tesssendrecv=false
    B:vanilla.comparator=false
    B:vanilla.jukebox=false
    B:vanilla.leverstate=false
    B:vanilla.redstone=false
    B:vanilla.repeater=false
    B:vanilla.silverfish=false
    B:vanilla.spawntype=false
}


END: "/config/Waila.cfg"

START: "/config/WailaHarvestability.cfg"
main {
    S:is.currently.harvestable.string=✔
    S:minimal.mode.separator= : 
    S:not.currently.harvestable.string=✘
    S:shearability.string=✂
    S:silk.touchability.string=✒
}


END: "/config/WailaHarvestability.cfg"

START: "/config/biomesoplenty/biomegen.cfg"
"end biomes to generate" {
    B:"Spectral Garden"=true
}


"nether biomes to generate" {
    B:Boneyard=true
    B:"Corrupted Sands"=true
    B:"Phantasmagoric Inferno"=true
    B:"Polar Chasm"=true
    B:Undergarden=true
    B:"Visceral Heap"=true
}


"overworld (river) biomes to generate" {
    B:"Dry River"=true
    B:"Lush River"=true
}


"overworld (sub) biomes to generate" {
    B:"Alps Forest"=true
    B:"Canyon Ravine"=true
    B:"Coral Reef"=true
    B:Glacier=true
    B:"Kelp Forest"=true
    B:"Land of Lakes Marsh"=true
    B:Mangrove=true
    B:"Meadow Forest"=true
    B:Oasis=true
    B:Quagmire=true
    B:Scrubland=true
    B:"Seasonal Forest Clearing"=true
    B:Silkglades=true
    B:"Spruce Woods"=true
    B:Tropics=true
    B:Volcano=true
}


"overworld biomes to generate" {
    B:Alps=true
    B:Arctic=true
    B:"Bamboo Forest"=true
    B:Bayou=true
    B:Bog=true
    B:"Boreal Forest"=true
    B:Brushland=true
    B:Canyon=true
    B:Chaparral=true
    B:"Cherry Blossom Grove"=true
    B:"Coniferous Forest"=true
    B:Crag=true
    B:"Dead Forest"=true
    B:"Dead Swamp"=true
    B:"Deciduous Forest"=true
    B:"Eucalyptus Forest"=true
    B:Fen=true
    B:"Flower Field"=true
    B:"Frost Forest"=true
    B:"Fungi Forest"=true
    B:Garden=true
    B:Grassland=true
    B:Grove=true
    B:Heathland=true
    B:Highland=true
    B:"Jade Cliffs"=true
    B:"Land of Lakes"=true
    B:"Lavender Fields"=true
    B:"Lush Desert"=true
    B:"Lush Swamp"=true
    B:"Maple Woods"=true
    B:Marsh=true
    B:Meadow=true
    B:Moor=true
    B:Mountain=true
    B:"Mystic Grove"=true
    B:"Ominous Woods"=true
    B:Orchard=true
    B:"Origin Valley"=true
    B:Outback=true
    B:Prairie=true
    B:Rainforest=true
    B:"Redwood Forest"=true
    B:"Sacred Springs"=true
    B:"Seasonal Forest"=true
    B:Shield=true
    B:Shrubland=true
    B:Sludgepit=true
    B:"Snowy Coniferous Forest"=true
    B:Steppe=true
    B:"Temperate Rainforest"=true
    B:Thicket=true
    B:"Tropical Rainforest"=true
    B:Tundra=true
    B:Wasteland=true
    B:Wetland=true
    B:Woodland=true
}


"special biomes to generate" {
    B:"Deep Ocean"=true
    B:"Frozen Ocean"=true
    B:Jungle=true
    B:"Mega Taiga"=true
    B:"Mesa Plateau"=true
    B:"Mesa Plateau F"=true
    B:"Mushroom Island"=true
    B:Ocean=true
}


"vanilla biomes to override" {
    B:"Birch Forest"=true
    B:"Birch Forest Hills"=true
    B:"Cold Taiga"=true
    B:"Cold Taiga Hills"=true
    B:Desert=true
    B:DesertHills=true
    B:"Extreme Hills"=true
    B:"Extreme Hills Edge"=true
    B:Forest=true
    B:ForestHills=true
    B:Hell=true
    B:"Ice Plains"=true
    B:Jungle=true
    B:JungleEdge=true
    B:JungleHills=true
    B:Mesa=true
    B:"Mesa Plateau"=true
    B:"Mesa Plateau F"=true
    B:MushroomIsland=true
    B:MushroomIslandShore=true
    B:Ocean=true
    B:Plains=true
    B:River=true
    B:"Roofed Forest"=true
    B:Savanna=true
    B:"Savanna Plateau"=true
    B:Swampland=true
    B:Taiga=true
    B:TaigaHills=true
}


END: "/config/biomesoplenty/biomegen.cfg"

START: "/config/biomesoplenty/biomeweights.cfg"
"end biome weights" {
    I:"Spectral Garden"=10
}


"nether biome weights" {
    I:Boneyard=10
    I:"Corrupted Sands"=10
    I:"Phantasmagoric Inferno"=10
    I:"Polar Chasm"=1
    I:Undergarden=10
    I:"Visceral Heap"=10
}


"overworld biome weights" {
    I:Alps=5
    I:Arctic=10
    I:"Bamboo Forest"=5
    I:Bayou=10
    I:Bog=7
    I:"Boreal Forest"=10
    I:Brushland=10
    I:Canyon=5
    I:Chaparral=10
    I:"Cherry Blossom Grove"=3
    I:"Coniferous Forest"=10
    I:Crag=3
    I:"Dead Forest"=5
    I:"Dead Swamp"=5
    I:"Deciduous Forest"=10
    I:"Eucalyptus Forest"=7
    I:Fen=10
    I:"Flower Field"=3
    I:"Frost Forest"=7
    I:"Fungi Forest"=3
    I:Garden=3
    I:Grassland=10
    I:Grove=7
    I:Heathland=10
    I:Highland=7
    I:"Jade Cliffs"=3
    I:"Land of Lakes"=5
    I:"Lavender Fields"=3
    I:"Lush Desert"=5
    I:"Lush Swamp"=10
    I:"Maple Woods"=10
    I:Marsh=7
    I:Meadow=10
    I:Moor=7
    I:Mountain=10
    I:"Mystic Grove"=2
    I:"Ominous Woods"=2
    I:Orchard=3
    I:"Origin Valley"=1
    I:Outback=7
    I:Prairie=10
    I:Rainforest=7
    I:"Redwood Forest"=5
    I:"Sacred Springs"=3
    I:"Seasonal Forest"=10
    I:Shield=7
    I:Shrubland=10
    I:Sludgepit=5
    I:"Snowy Coniferous Forest"=10
    I:Steppe=5
    I:"Temperate Rainforest"=10
    I:Thicket=5
    I:"Tropical Rainforest"=5
    I:Tundra=7
    I:Wasteland=3
    I:Wetland=7
    I:Woodland=10
}


END: "/config/biomesoplenty/biomeweights.cfg"

START: "/config/biomesoplenty/ids.cfg"
"biome ids" {
    I:"Alps Forest ID"=102
    I:"Alps ID"=40
    I:"Arctic ID"=41
    I:"Bamboo Forest ID"=42
    I:"Bayou ID"=43
    I:"Bog ID"=44
    I:"Boneyard ID"=115
    I:"Boreal Forest ID"=45
    I:"Brushland ID"=46
    I:"Canyon ID"=47
    I:"Canyon Ravine ID"=103
    I:"Chaparral ID"=48
    I:"Cherry Blossom Grove ID"=49
    I:"Coniferous Forest ID"=50
    I:"Coral Reef ID"=97
    I:"Corrupted Sands ID"=113
    I:"Crag ID"=52
    I:"Dead Forest ID"=53
    I:"Dead Swamp ID"=54
    I:"Deciduous Forest ID"=55
    I:"Dry River ID"=121
    I:"Eucalyptus Forest ID"=56
    I:"Fen ID"=57
    I:"Flower Field ID"=58
    I:"Frost Forest ID"=59
    I:"Fungi Forest ID"=60
    I:"Garden ID"=61
    I:"Glacier ID"=104
    I:"Grassland ID"=62
    I:"Grove ID"=63
    I:"Heathland ID"=64
    I:"Highland ID"=65
    I:"Jade Cliffs ID"=66
    I:"Kelp Forest ID"=98
    I:"Land of Lakes ID"=67
    I:"Land of Lakes Marsh ID"=105
    I:"Lavender Fields ID"=68
    I:"Lush Desert ID"=69
    I:"Lush River ID"=120
    I:"Lush Swamp ID"=70
    I:"Mangrove ID"=101
    I:"Maple Woods ID"=71
    I:"Marsh ID"=72
    I:"Meadow Forest ID"=106
    I:"Meadow ID"=73
    I:"Moor ID"=74
    I:"Mountain ID"=75
    I:"Mystic Grove ID"=76
    I:"Oasis ID"=107
    I:"Ominous Woods ID"=77
    I:"Orchard ID"=78
    I:"Origin Valley ID"=79
    I:"Outback ID"=80
    I:"Phantasmagoric Inferno ID"=114
    I:"Polar Chasm ID"=118
    I:"Prairie ID"=81
    I:"Quagmire ID"=108
    I:"Rainforest ID"=82
    I:"Redwood Forest ID"=83
    I:"Sacred Springs ID"=84
    I:"Scrubland ID"=109
    I:"Seasonal Forest Clearing ID"=110
    I:"Seasonal Forest ID"=85
    I:"Shield ID"=86
    I:"Shrubland ID"=87
    I:"Silkglades ID"=111
    I:"Sludgepit ID"=88
    I:"Snowy Coniferous Forest ID"=51
    I:"Spectral Garden ID"=119
    I:"Spruce Woods ID"=112
    I:"Steppe ID"=89
    I:"Temperate Rainforest ID"=90
    I:"Thicket ID"=91
    I:"Tropical Rainforest ID"=92
    I:"Tropics ID"=99
    I:"Tundra ID"=93
    I:"Undergarden ID"=117
    I:"Visceral Heap ID"=116
    I:"Volcano ID"=100
    I:"Wasteland ID"=94
    I:"Wetland ID"=95
    I:"Woodland ID"=96
}


"dimension settings" {
    I:"Promised Land Dimension ID"=-200
}


"entity ids" {
    I:"Dart ID"=104
    I:"Mudball ID"=103
    I:"Poison Dart ID"=105
}


"mob ids" {
    I:"Bird ID"=109
    I:"Glob ID"=106
    I:"Jungle Spider ID"=101
    I:"Phantom ID"=107
    I:"Pixie ID"=110
    I:"Rosester ID"=102
    I:"Wasp ID"=108
}


END: "/config/biomesoplenty/ids.cfg"

START: "/config/biomesoplenty/main.cfg"
"debug settings" {
    # Turn debug mode on/off
    B:"Debug Mode"=false
}


versions {
    S:"Trail Version"=dev_trail:1;help_trail:1;donator_trail:1;
}


END: "/config/biomesoplenty/main.cfg"

START: "/config/biomesoplenty/misc.cfg"
"hard-coded colors" {
    B:"Enable Fog Colors"=true
    B:"Enable Sky Colors"=true
}


"miscellanious settings" {
    B:"Add Custom Dungeon Loot"=true
    B:"Behave Normally During Special Events"=false
    B:"Enable Biomes O' Plenty Main Menu Panorama"=true
    B:"Enable Spring Water Regeneration Effect"=true
}


"spawn settings" {
    B:"Only Spawn On Beaches"=true

    # Must be 256 or higher
    I:"Spawn Location Search Radius"=1024
}


END: "/config/biomesoplenty/misc.cfg"

START: "/config/biomesoplenty/structures/strongholds.cfg"
"allow strongholds" {
    B:Alps=true
    B:Arctic=true
    B:"Bamboo Forest"=true
    B:Bayou=true
    B:Bog=true
    B:"Boreal Forest"=true
    B:Brushland=true
    B:Canyon=true
    B:Chaparral=true
    B:"Cherry Blossom Grove"=true
    B:"Coniferous Forest"=true
    B:Crag=true
    B:"Dead Forest"=true
    B:"Dead Swamp"=true
    B:"Deciduous Forest"=true
    B:"Eucalyptus Forest"=false
    B:Fen=true
    B:"Flower Field"=true
    B:"Frost Forest"=true
    B:"Fungi Forest"=true
    B:Garden=true
    B:Grassland=true
    B:Grove=true
    B:Heathland=true
    B:Highland=true
    B:"Jade Cliffs"=true
    B:"Land of Lakes"=false
    B:"Lavender Fields"=true
    B:"Lush Desert"=true
    B:"Lush Swamp"=true
    B:"Maple Woods"=true
    B:Marsh=true
    B:Meadow=true
    B:Moor=true
    B:Mountain=true
    B:"Mystic Grove"=true
    B:"Ominous Woods"=true
    B:Orchard=true
    B:"Origin Valley"=false
    B:Outback=true
    B:Prairie=true
    B:Rainforest=true
    B:"Redwood Forest"=true
    B:"Sacred Springs"=true
    B:"Seasonal Forest"=true
    B:Shield=true
    B:Shrubland=true
    B:Sludgepit=true
    B:"Snowy Coniferous Forest"=true
    B:Steppe=true
    B:"Temperate Rainforest"=true
    B:Thicket=true
    B:"Tropical Rainforest"=true
    B:Tundra=true
    B:Wasteland=true
    B:Wetland=true
    B:Woodland=true
}


END: "/config/biomesoplenty/structures/strongholds.cfg"

START: "/config/biomesoplenty/structures/villages.cfg"
"allow villages" {
    B:Alps=false
    B:Arctic=true
    B:"Bamboo Forest"=false
    B:Bayou=false
    B:Bog=false
    B:"Boreal Forest"=false
    B:Brushland=true
    B:Canyon=false
    B:Chaparral=true
    B:"Cherry Blossom Grove"=false
    B:"Coniferous Forest"=false
    B:Crag=false
    B:"Dead Forest"=true
    B:"Dead Swamp"=false
    B:"Deciduous Forest"=false
    B:"Eucalyptus Forest"=false
    B:Fen=false
    B:"Flower Field"=false
    B:"Frost Forest"=true
    B:"Fungi Forest"=false
    B:Garden=false
    B:Grassland=true
    B:Grove=true
    B:Heathland=true
    B:Highland=false
    B:"Jade Cliffs"=false
    B:"Land of Lakes"=false
    B:"Lavender Fields"=false
    B:"Lush Desert"=false
    B:"Lush Swamp"=false
    B:"Maple Woods"=false
    B:Marsh=false
    B:Meadow=true
    B:Moor=false
    B:Mountain=false
    B:"Mystic Grove"=false
    B:"Ominous Woods"=false
    B:Orchard=false
    B:"Origin Valley"=false
    B:Outback=true
    B:Prairie=true
    B:Rainforest=false
    B:"Redwood Forest"=false
    B:"Sacred Springs"=false
    B:"Seasonal Forest"=false
    B:Shield=false
    B:Shrubland=true
    B:Sludgepit=false
    B:"Snowy Coniferous Forest"=false
    B:Steppe=true
    B:"Temperate Rainforest"=false
    B:Thicket=false
    B:"Tropical Rainforest"=false
    B:Tundra=true
    B:Wasteland=false
    B:Wetland=false
    B:Woodland=false
}


"biomes o' plenty world type settings" {
    # In Vanilla it is set to 32
    I:"Distance between villages"=32
}


END: "/config/biomesoplenty/structures/villages.cfg"

START: "/config/biomesoplenty/terraingen.cfg"
"biomes o' plenty world type settings" {
    # Default World Type has 4. Large Biomes World Type has 6.
    I:"Biome Size"=4

    # Requires ocean filler to be disabled. In Vanilla it is set to 10. Takes values from 0 to 100.
    I:"Landmass Percentage"=10

    # Fills the ocean with land biomes if there is an excessive amount. This must be disabled to use the landmass percentage
    B:OceanFiller=true
}


END: "/config/biomesoplenty/terraingen.cfg"

START: "/config/chisel.cfg"
block {
    # The tool that is able to break roadLines (requires useRoadLineTool to be true to take effect)
    S:getRoadLineTool=pickaxe

    # The lowest harvest level of the tool able to break the road lines (requires useRoadLineTool to be true to take effect) (0 = Wood/Gold, 1 = Stone, 2 = Iron, 3 = Diamond) Default: 0
    I:roadLineToolLevel=0

    # Should the road line require a tool to break (If false, road lines can be broken in Adventure)
    B:useRoadLineTool=false
}


chisel {
    # Should someone be able to chisel something into a different color.
    B:allowChiselCrossColors=true

    # Should the chisel be damageable and take damage when it chisels something.
    B:allowChiselDamage=true

    # The extra attack damage points (in half hearts) that the diamond chisel inflicts when it is used to attack an entity.
    I:diamondChiselAttackDamage=2

    # The max damage of the diamond chisel. [range: 1 ~ 32767, default: 5000]
    I:diamondChiselMaxDamage=5000

    # The extra attack damage points (in half hearts) that the iron chisel inflicts when it is used to attack an entity.
    I:ironChiselAttackDamage=2

    # If this is true, the iron chisel can left click chisel blocks. If false, it cannot.
    B:ironChiselCanLeftClick=true

    # If this is true, the iron chisel can change its chisel mode just as the diamond chisel can.
    B:ironChiselHasModes=false

    # The max damage of the standard iron chisel. [range: 1 ~ 32767, default: 500]
    I:ironChiselMaxDamage=500

    # The extra attack damage points (in half hearts) that the obsidian chisel inflicts when it is used to attack an entity.
    I:obsidianChiselAttackDamage=4

    # The max damage of the obsidian chisel. [range: 1 ~ 32767, default: 2500]
    I:obsidianChiselMaxDamage=2500
}


client {
    # Enable connected textures
    B:connectedTextures=true

    # Enable fancy textures
    B:fancyLeaves=true

    # Particle tick rate. Greater value = less particles.
    I:particleTickrate=1

    # Use old pillar textures
    B:pillarOldGraphics=false

    # Make variations of blocks have the same name, and use the description in tooltip to distinguish them.
    B:tooltipsUseBlockDescriptions=true
}


features {
    B:aeCertusQuartz=true
    B:aeSkyStone=true
    B:aluminum=true
    B:amber=true
    B:andesite=true
    B:antiblock=true
    B:arcane=true
    B:autoChisel=true
    B:autoChiselUpgrades=true
    B:ballOfMoss=true
    B:bloodBlock=true
    B:bloodRune=true
    B:bookshelf=true
    B:brickCustom=true
    B:bronze=true
    B:carpet=true
    B:carpetFloor=true
    B:chisel=true
    B:cloud=true
    B:cobblestone=true
    B:cobblestoneMossy=true
    B:concrete=true
    B:copper=true
    B:diamondBlock=true
    B:diorite=true
    B:dirt=true
    B:emeraldBlock=true
    B:endStone=true
    B:factory=true
    B:fantasy=true
    B:futura=true
    B:glass=true
    B:glassPane=true
    B:glassStained=true
    B:glassStainedPane=true
    B:glowstone=true
    B:goldBlock=true
    B:granite=true
    B:grimstone=true
    B:hexPlating=true
    B:holystone=true
    B:ice=true
    B:icePillar=true
    B:iceStairs=true
    B:ironBars=true
    B:ironBlock=true
    B:jackolantern=true
    B:laboratory=true
    B:lapisBlock=true
    B:lavastone=true
    B:lead=true
    B:leaves=true
    B:limestone=true
    B:marble=true
    B:marblePillar=true
    B:nation=true
    B:netherBrick=true
    B:netherRack=true
    B:obsidian=true
    B:packedice=true
    B:packedicePillar=true
    B:packediceStairs=true
    B:paperWall=true
    B:present=true
    B:pumpkin=true
    B:quartz=true
    B:railcraft=true
    B:rcAbyssalBlock=true
    B:rcBleachedBone=true
    B:rcBloodStained=true
    B:rcFrostBoundBlock=true
    B:rcInfernalStone=true
    B:rcQuarriedBlock=true
    B:rcSandyStone=true
    B:redstoneBlock=true
    B:roadLine=true
    B:sandstone=true
    B:sandstoneScribbles=true
    B:silver=true
    B:smashingRock=true
    B:snakeSandstone=true
    B:snakestone=true
    B:snakestoneObsidian=true
    B:steel=true
    B:stoneBrick=true
    B:tallow=true
    B:technical=true
    B:templeBlock=true
    B:templeBlockMossy=true
    B:tfMazestone=true
    B:tfTowerstone=true
    B:tfUnderBrick=true
    B:thaumium=true
    B:tin=true
    B:torch=true
    B:twilghtForest=true
    B:tyrian=true
    B:uranium=true
    B:valentines=true
    B:voidstone=true
    B:voidstonePillars=true
    B:warningSign=true
    B:waterstone=true
    B:wood=true
    B:woolenClay=true
}


general {
    # If true, you can chisel stone brick to mossy stone brick.
    B:allowBrickToMossyInChisel=true
    B:allowSmoothStoneToStoneBricksAndBack=true
    I:amountYouGetFromFactoryBlockCrafting=32

    # Use alternative crafting recipe for the chisel
    B:chiselAlternateRecipe=false

    # If this is true, you can chisel from the chisel leaves back to vanilla ones. If it is false, you cannot.
    B:chiselBackToVanillaLeaves=false

    # Chisel stone to cobblestone and bricks by left clicking.
    B:chiselStoneToCobbleBricks=true

    # Traversing concrete roads, players will acceleration to this velocity. For reference, normal running speed is about 0.28. Set to 0 to disable acceleration.
    D:concreteVelocity=0.45
    B:doesCloudRenderLikeGhost=true

    # Do you want to enable FMP
    B:enableFMP=true
}


hexcolors {
    # Black color for hex block overlay #RRGGBB
    S:hexblack=#1e1b1b

    # Blue color for hex block overlay #RRGGBB
    S:hexblue=#253192

    # Brown color for hex block overlay #RRGGBB
    S:hexbrown=#51301a

    # Cyan color for hex block overlay #RRGGBB
    S:hexcyan=#287697

    # Gray color for hex block overlay #RRGGBB
    S:hexgray=#434343

    # Green color for hex block overlay #RRGGBB
    S:hexgreen=#3b511a

    # LightBlue color for hex block overlay #RRGGBB
    S:hexlightBlue=#6689d3

    # Lime color for hex block overlay #RRGGBB
    S:hexlime=#41cd34

    # Magenta color for hex block overlay #RRGGBB
    S:hexmagenta=#c354cd

    # Orange color for hex block overlay #RRGGBB
    S:hexorange=#eb8844

    # Pink color for hex block overlay #RRGGBB
    S:hexpink=#d88198

    # Purple color for hex block overlay #RRGGBB
    S:hexpurple=#7b2fbe

    # Red color for hex block overlay #RRGGBB
    S:hexred=#b3312c

    # Silver color for hex block overlay #RRGGBB
    S:hexsilver=#ababab

    # White color for hex block overlay #RRGGBB
    S:hexwhite=#f0f0f0

    # Yellow color for hex block overlay #RRGGBB
    S:hexyellow=#decf2a
}


tweaks {
    # Unlocalized name of the block that, when burned, will produce concrete (examples: lightgem, stone)
    S:"concrete recipe block"=gravel
}


worldgen {
    # Amount of andesite to generate in the world; use 0 for none.
    I:andesiteAmount=8

    # Amount of diorite to generate in the world; use 0 for none.
    I:dioriteAmount=8

    # Amount of granite to generate in the world; use 0 for none.
    I:graniteAmount=8

    # Amount of limestone to generate in the world; use 0 for none
    I:limestoneAmount=8

    # Amount of marble to generate in the world; use 0 for none
    I:marbleAmount=7
}


END: "/config/chisel.cfg"

START: "/config/cofh/core/client.cfg"
General {
    # Set to true to use Color Blind Textures in CoFH Mods, where applicable.
    B:EnableColorBlindTextures=false

    # Set to false to disable shader effects in CoFH Mods.
    B:EnableShaderEffects=true
}


##########################################################################################################
# Global
#--------------------------------------------------------------------------------------------------------#
# The options in this section change core Minecraft behavior and are not limited to CoFH mods.
##########################################################################################################

Global {
    # Set to false to disable all animated textures in Minecraft.
    B:EnableAnimatedTextures=true

    # Set to false to disable any particles from spawning in Minecraft.
    B:EnableParticles=true

    # Set to false to disable chunk sorting during rendering.
    B:EnableRenderSorting=true
}


Interface {
    # Set to true to draw borders on GUI slots in CoFH Mods, where applicable.
    B:EnableGUISlotBorders=true

    Tooltips {
        # Set to true to display large item counts as stacks rather than a single quantity.
        B:DisplayContainedItemsAsStackCount=false

        # Set to false to hide a tooltip prompting you to press Shift for more details on various items.
        B:DisplayHoldShiftForDetail=true
    }

}


Security {
    # Set to false to disable warnings about Ops having access to 'secure' blocks upon logging on to a server.
    B:OpsCanAccessSecureBlocksWarning=true
}


Tab {

    Augment {
        I:ColorBackground=564812
        I:ColorHeader=14797103
        I:ColorSubHeader=11186104
        I:ColorText=0
        I:Side=1
    }

    Configuration {
        I:ColorBackground=2254472
        I:ColorHeader=14797103
        I:ColorSubHeader=11186104
        I:ColorText=0
        I:Side=1
    }

    Energy {
        I:ColorBackgroundConsumer=685776
        I:ColorBackgroundProducer=13657355
        I:ColorHeader=14797103
        I:ColorSubHeader=11186104
        I:ColorText=0
        I:Side=0
    }

    Information {
        I:ColorBackground=5592405
        I:ColorHeader=14797103
        I:ColorSubHeader=11186104
        I:ColorText=16777215
        B:Enable=true
        I:Side=0
    }

    Redstone {
        I:ColorBackground=13640458
        I:ColorHeader=14797103
        I:ColorSubHeader=11186104
        I:ColorText=0
        I:Side=1
    }

    Security {
        I:ColorBackground=8947848
        I:ColorHeader=14797103
        I:ColorSubHeader=11186104
        I:ColorText=0
        I:Side=1
    }

    Tutorial {
        I:ColorBackground=5900731
        I:ColorHeader=14797103
        I:ColorSubHeader=11186104
        I:ColorText=16777215
        B:Enable=true
        I:Side=0
    }

}


END: "/config/cofh/core/client.cfg"

START: "/config/cofh/core/common.cfg"
Enchantment {
    I:Holding=100
    I:Multishot=101
}


General {
    # Set to true this to log when a block is dismantled.
    B:EnableDismantleLogging=false

    # Set to true to display death messages for any named entity.
    B:EnableGenericDeathMessage=true

    # Set to false to disable items on the ground from trying to stack. This can improve server performance.
    B:EnableItemStacking=true

    # Set to true to be informed of non-critical updates. You will still receive critical update notifications.
    B:EnableUpdateNotifications=true
}


Security {
    # Set to true to allow for Server Ops to access 'secure' blocks. Your players will be warned upon server connection.
    B:OpsCanAccessSecureBlocks=false
}


Version {
    S:Identifier=1.7.10R3.0.2
}


World {
    # This will flatten the bedrock layer.
    B:FlatBedrock=false

    # The number of layers of bedrock to flatten to. (Max: 8)
    I:FlatBedrockLayers=1

    # This allows for vanilla Minecraft ore generation to be REPLACED. Configure in the Vanilla.json file; vanilla defaults have been provided. If you rename the Vanilla.json file, this option WILL NOT WORK.
    B:ReplaceVanillaGeneration=false

    # If FlatBedrock is enabled, this will enforce it in previously generated chunks.
    B:RetroactiveFlatBedrock=false

    # This will retroactively generate ores in previously generated chunks.
    B:RetroactiveOreGeneration=false

    Tweaks {
        # Set this to a value > 1 to make trees grow more infrequently. Rate is 1 in N. Example: If this value is set to 3, trees will take 3x the time to grow, on average.
        I:TreeGrowthChance=1
    }

}


END: "/config/cofh/core/common.cfg"

START: "/config/cofh/core/friends.cfg"
END: "/config/cofh/core/friends.cfg"

START: "/config/cofh/core/loot.cfg"
General {
    # Set to false to disable this entire module.
    B:EnableModule=true
}


Heads {
    # If enabled, mobs only drop heads when killed by players.
    B:MobsDropOnPvEOnly=true

    # If enabled, players only drop heads when killed by other players.
    B:PlayersDropOnPvPOnly=true

    Players {
        I:Chance=5
        B:Enabled=true
    }

    Creepers {
        I:Chance=5
        B:Enabled=true
    }

    Skeletons {
        I:Chance=5
        B:Enabled=true
    }

    WitherSkeletons {
        I:Chance=5
        B:Enabled=false
    }

    Zombies {
        I:Chance=5
        B:Enabled=true
    }

}


END: "/config/cofh/core/loot.cfg"

START: "/config/cofh/thermaldynamics/common.cfg"
Attachment {

    Servo {

        Basic {
            B:RedstoneControl=true
        }

        Hardened {
            B:RedstoneControl=true
        }

        Reinforced {
            B:RedstoneControl=true
        }

        Signalum {
            B:RedstoneControl=true
        }

        Resonant {
            B:RedstoneControl=true
        }

    }

    Cover {
        B:Recipe=true
    }

}


Duct {

    Energy {

        Basic {
            I:Transfer=200
        }

        Hardened {
            I:Transfer=800
        }

        Reinforced {
            I:Transfer=8000
        }

        Resonant {
            I:Transfer=32000
        }

        Hybrid {
            I:Transfer=2000
        }

    }

    Recipes {
        B:UseFluidTransposer=true
        B:UseHardenedGlass=true
    }

}


Version {
    S:Identifier=1.7.10R1.0.0
}


END: "/config/cofh/thermaldynamics/common.cfg"

START: "/config/cofh/thermalexpansion/client.cfg"
Interface {

    CreativeTab {
        B:BlocksInCommonTab=false
        B:FlorbsInCommonTab=false
        B:ItemsInCommonTab=false
        B:ToolsInCommonTab=false
    }

}


Machine {

    Furnace {
        # Enable sounds for the Furnace.
        B:Sound.Enable=true
    }

    Pulverizer {
        # Enable sounds for the Pulverizer.
        B:Sound.Enable=true
    }

    Sawmill {
        # Enable sounds for the Sawmill.
        B:Sound.Enable=true
    }

    Smelter {
        # Enable sounds for the Smelter.
        B:Sound.Enable=true
    }

    Crucible {
        # Enable sounds for the Crucible.
        B:Sound.Enable=true
    }

    Transposer {
        # Enable sounds for the Transposer.
        B:Sound.Enable=true
    }

    Precipitator {
        # Enable sounds for the Precipitator.
        B:Sound.Enable=true
    }

    Extruder {
        # Enable sounds for the Extruder.
        B:Sound.Enable=true
    }

    Accumulator {
        # Enable sounds for the Accumulator.
        B:Sound.Enable=true
    }

    Assembler {
        # Enable sounds for the Assembler.
        B:Sound.Enable=true
    }

    Charger {
        # Enable sounds for the Charger.
        B:Sound.Enable=true
    }

    Insolator {
        # Enable sounds for the Insolator.
        B:Sound.Enable=true
    }

}


Render {
    # Set to true for Tesseracts to use an alternate starfield shader.
    B:UseAlternateShader=false
}


Version {
    S:Identifier=1.7.10R4.0.1
}


END: "/config/cofh/thermalexpansion/client.cfg"

START: "/config/cofh/thermalexpansion/common.cfg"
Cache {

    Creative {
        B:Enable=true
    }

    Basic {
        I:Capacity=10000
        B:Recipe.Enable=true
    }

    Hardened {
        I:Capacity=40000
        B:Recipe.Enable=true
    }

    Reinforced {
        I:Capacity=160000
        B:Recipe.Enable=true
    }

    Resonant {
        I:Capacity=640000
        B:Recipe.Enable=true
    }

}


Cell {

    Creative {
        B:Enable=true
        I:MaxValue=100000
    }

    Basic {
        I:Capacity=400000
        I:MaxReceive=200
        I:MaxSend=200
        B:Recipe.Enable=true
    }

    Hardened {
        I:Capacity=2000000
        I:MaxReceive=800
        I:MaxSend=800
        B:Recipe.Enable=true
    }

    Reinforced {
        I:Capacity=20000000
        I:MaxReceive=8000
        I:MaxSend=8000
        B:Recipe.Enable=true
    }

    Resonant {
        I:Capacity=80000000
        I:MaxReceive=32000
        I:MaxSend=32000
        B:Recipe.Enable=true
    }

}


Device {

    Workbench {
        B:Recipe.Enable=true
    }

    Activator {
        I:ActivationEnergy=20
        I:BasePower=20
        B:Recipe.Enable=true
    }

    Breaker {
        B:Recipe.Enable=true

        # If enabled, The Block Breaker will require a Diamond Pickaxe instead of an Invar Pickaxe.
        B:Recipe.RequireDiamondPickaxe=false
    }

    Nullifier {
        B:Recipe.Enable=true
    }

}


Dynamo {

    Steam {
        I:BasePower=80
        B:Recipe.Enable=true
    }

    Magmatic {
        I:BasePower=80
        B:Recipe.Enable=true
    }

    Compression {
        I:BasePower=80
        B:Recipe.Enable=true
    }

    Reactant {
        I:BasePower=80
        B:Recipe.Enable=true
    }

    Enervation {
        I:BasePower=80
        B:Recipe.Enable=true
    }

}


Ender {

    Tesseract {
        B:Recipe.Enable=true
    }

}


General {
    B:PneumaticServo.AllowBronze=false
    B:PneumaticServo.AllowInvar=false
    B:PneumaticServo.AllowSilver=false
    B:PneumaticServo.AllowSteel=false

    # If enabled, ingots are used instead of gears in many default recipes.
    B:UseIngots=false
}


Holiday {
    # Set this to true to disable Christmas cheer. Scrooge. :(
    B:HoHoNo=false
}


Item {

    Tool {

        Igniter {
            B:Recipe=true
        }

        Chiller {
            B:Recipe=true
        }

        Pump {
            B:Recipe=true
        }

        Transfuser {
            B:Recipe=true
        }

        BattleWrench {
            B:BattleWrench=true
        }

    }

    Capacitor {

        Creative {
            B:Enable=true
            I:Send=100000
        }

        Potato {
            I:Capacity=32000
            B:Recipe=true
            I:Send=160
        }

        Basic {
            I:Capacity=80000
            I:Receive=200
            B:Recipe=true
            I:Send=80
        }

        Hardened {
            I:Capacity=400000
            I:Receive=800
            B:Recipe=true
            I:Send=400
        }

        Reinforced {
            I:Capacity=4000000
            I:Receive=8000
            B:Recipe=true
            I:Send=4000
        }

        Resonant {
            I:Capacity=20000000
            I:Receive=32000
            B:Recipe=true
            I:Send=16000
        }

    }

    Satchel {

        Creative {
            B:Enable=false
        }

        Basic {
            B:Recipe=true
        }

        Hardened {
            B:Recipe=true
        }

        Reinforced {
            B:Recipe=true
        }

        Resonant {
            B:Recipe=true
        }

    }

}


Light {

    Illuminator {
        B:Recipe.Enable=true
    }

    LampLumiumRadiant {
        B:Recipe.Enable=true
    }

    LampLumium {
        B:Recipe.Enable=true
    }

}


Machine {

    Furnace {
        I:BasePower=20
        B:Recipe.Enable=true
    }

    Pulverizer {
        I:BasePower=40
        B:Recipe.Enable=true

        # If enabled, the Pulverizer will require Diamonds instead of Flint.
        B:RequireDiamonds=false
    }

    Sawmill {
        I:BasePower=20
        B:Recipe.Enable=true
    }

    Smelter {
        I:BasePower=40
        B:Recipe.Enable=true
    }

    Crucible {
        I:BasePower=400
        B:Recipe.Enable=true
    }

    Transposer {
        I:BasePower=40
        B:Recipe.Enable=true
    }

    Precipitator {
        I:BasePower=20
        B:Recipe.Enable=true
    }

    Extruder {
        B:Recipe.Enable=true
    }

    Accumulator {
        # This controls how many mB/t the Accumulator generates. (Default: 25)
        I:BaseRate=25
        B:PassiveGeneration=false

        # This controls how many mB/t the Accumulator generates without two or more adjacent source blocks, if enabled. (Default: 1)
        I:PassiveRate=1
        B:Recipe.Enable=true
    }

    Assembler {
        I:BasePower=20
        B:Recipe.Enable=true
    }

    Charger {
        I:BasePower=8000
        B:Recipe.Enable=true
    }

    Insolator {
        I:BasePower=20
        B:Recipe.Enable=true
    }

    All {
        B:CreativeTab.Basic=false
        B:CreativeTab.Hardened=false
        B:CreativeTab.Reinforced=false
        B:CreativeTab.Resonant=true

        Augments {
            B:Default.AutoTransfer=true
            B:Default.ReconfigurableSides=true
            B:Default.RedstoneControl=true
        }

    }

}


Plate {

    Frame {
        B:Recipe.Enable=true
    }

    Signal {
        B:Recipe.Enable=true
    }

    Impulse {
        B:Recipe.Enable=true
    }

    Translocate {
        B:Recipe.Enable=true
    }

}


Plugins {

    MineFactoryReloaded {
        B:Enable=true
    }

    Thaumcraft {
        B:Enable=true
    }

}


RecipeManagers {

    Transposer {
        B:AllowRecipeOverwrite=false

        Recipes {
            B:EndStone=true
            B:MossyCobblestone=true
            B:MossyStoneBrick=true
            B:NetherBrick=false
        }

    }

    Smelter {
        B:AllowRecipeOverwrite=false

        Ore {
            # This sets the default rate for Ore->Ingot conversion. This number is used in all automatically generated recipes.
            I:DefaultMultiplier=2

            # This sets the boosted rate for Ore->Ingot conversion - when Rich Slag or Cinnabar Crystals are used. This number is used in all automatically generated recipes.
            I:SpecialMultiplier=3
        }

        Recipes {
            B:Steel=true
        }

    }

    Crucible {
        B:AllowRecipeOverwrite=false

        Recipes {
            B:BlazeRod=true
            I:BlazeRod.Energy=20000
            B:Netherrack=true
            I:Netherrack.Energy=120000
        }

    }

    Pulverizer {
        B:AllowRecipeOverwrite=false

        Ore {
            # This sets the default rate for Ore->Dust conversion. This number is used in all automatically generated recipes.
            I:DefaultMultiplier=2
        }

        Recipes {
            B:BlazeRod=true
            B:BlizzRod=true
            B:Bone=true
            B:Netherrack=true
            B:Reed=true
            B:Sandstone=true
            B:Wool=true
        }

        Wool {
            # This sets the default rate for Wool->String conversion. This number is used in all automatically generated recipes.
            I:String=4

            Dye {
                I:Black=0
                I:Blue=5
                I:Brown=0
                I:Cyan=5
                I:Gray=5
                I:Green=0
                I:LightBlue=5
                I:LightGray=5
                I:Lime=5
                I:Magenta=5
                I:Orange=5
                I:Pink=5
                I:Purple=5
                I:Red=5
                I:White=0
                I:Yellow=5
            }

        }

    }

    Furnace {
        B:AllowRecipeOverwrite=false
    }

    Sawmill {
        B:AllowRecipeOverwrite=false

        Log {
            # This sets the default rate for Log->Plank conversion. This number is used in all automatically generated recipes.
            D:DefaultMultiplier=1.5
        }

    }

    Precipitator {
        B:AllowRecipeOverwrite=false
    }

    Charger {
        B:AllowRecipeOverwrite=false
    }

    Insolator {
        B:AllowRecipeOverwrite=false

        Crop {
            # This sets the boosted rate for Crop growth - when Rich Phyto-Gro is used. This number is used in all automatically generated recipes.
            I:DefaultMultiplier=3
        }

        Recipes {
            B:Cactus=true
            B:CocoaBean=true
            B:LilyPad=true
            B:Melon=true
            B:Pumpkin=true
            B:Reeds=true
            B:Vine=true
        }

    }

}


Security {
    # Enable this to allow for Energy Cells to be securable.
    B:Cell.All.Securable=true

    # Enable this to allow for Activators to be securable.
    B:Device.Activator.Securable=true

    # Enable this to allow for Breakers to be securable.
    B:Device.Breaker.Securable=true

    # Enable this to allow for Nullifiers to be securable.
    B:Device.Nullifier.Securable=true

    # Enable this to allow for Workbenches to be securable.
    B:Device.Workbench.Securable=true

    # Enable this to allow for Dynamos to be securable.
    B:Dynamo.All.Securable=true

    # Enable this to allow for Accumulators to be securable.
    B:Machine.Accumulator.Securable=true

    # Enable this to allow for Assemblers to be securable.
    B:Machine.Assembler.Securable=true

    # Enable this to allow for Chargers to be securable.
    B:Machine.Charger.Securable=true

    # Enable this to allow for Crucibles to be securable.
    B:Machine.Crucible.Securable=true

    # Enable this to allow for Extruders to be securable.
    B:Machine.Extruder.Securable=true

    # Enable this to allow for Furnaces to be securable.
    B:Machine.Furnace.Securable=true

    # Enable this to allow for Insolators to be securable.
    B:Machine.Insolator.Securable=true

    # Enable this to allow for Precipitators to be securable.
    B:Machine.Precipitator.Securable=true

    # Enable this to allow for Pulverizers to be securable.
    B:Machine.Pulverizer.Securable=true

    # Enable this to allow for Sawmills to be securable.
    B:Machine.Sawmill.Securable=true

    # Enable this to allow for Smelters to be securable.
    B:Machine.Smelter.Securable=true

    # Enable this to allow for Transposers to be securable.
    B:Machine.Transposer.Securable=true

    # Enable this to allow for Satchels to be securable.
    B:Satchel.All.Securable=true

    # Enable this to allow for Strongboxes to be securable.
    B:Strongbox.All.Securable=true
}


Sponge {

    Creative {
        B:Enable=true
    }

    Basic {
        B:Recipe.Enable=true
    }

    Magmatic {
        B:Recipe.Enable=true
    }

}


Strongbox {

    Creative {
        B:Enable=true
    }

    Basic {
        B:Recipe.Enable=true
    }

    Hardened {
        B:Recipe.Enable=true
    }

    Reinforced {
        B:Recipe.Enable=true
    }

    Resonant {
        B:Recipe.Enable=true
    }

}


Tank {

    Creative {
        B:Enable=true
    }

    Basic {
        I:Capacity=8000
        B:Recipe.Enable=true
    }

    Hardened {
        I:Capacity=32000
        B:Recipe.Enable=true
    }

    Reinforced {
        I:Capacity=128000
        B:Recipe.Enable=true
    }

    Resonant {
        I:Capacity=512000
        B:Recipe.Enable=true
    }

}


Version {
    S:Identifier=1.7.10R4.0.1
}


END: "/config/cofh/thermalexpansion/common.cfg"

START: "/config/cofh/thermalexpansion/florbs.cfg"
General {
    # This allows you to disable recipes for Florbs. It also means that you actively dislike fun things.
    B:Recipe.Enable=true
}


Whitelist {
    B:aluminiumbrass.molten=true
    B:aluminum.molten=true
    B:alumite.molten=true
    B:ardite.molten=true
    B:biofuel=true
    B:blood=true
    B:bronze.molten=true
    B:chocolatemilk=true
    B:coal=true
    B:cobalt.molten=true
    B:copper.molten=true
    B:cryotheum=true
    B:electrum.molten=true
    B:emerald.liquid=true
    B:ender=true
    B:enderium.molten=true
    B:fairy.molten=true
    B:fire_water=true
    B:glass.molten=true
    B:glowstone=true
    B:glue=true
    B:gold.molten=true
    B:hell_blood=true
    B:honey=true
    B:hootch=true
    B:invar.molten=true
    B:iron.molten=true
    B:lava=true
    B:lead.molten=true
    B:lumium.molten=true
    B:mana=true
    B:manyullyn.molten=true
    B:meat=true
    B:milk=true
    B:mithril.molten=true
    B:mobessence=true
    B:mushroomsoup=true
    B:nickel.molten=true
    B:nutrient_distillation=true
    B:obsidian.molten=true
    B:pigiron.molten=true
    B:pinkslime=true
    B:platinum.molten=true
    B:poison=true
    B:pokefennium.molten=true
    B:pyrotheum=true
    B:redstone=true
    B:rocket_fuel=true
    B:sewage=true
    B:signalum.molten=true
    B:silver.molten=true
    B:slime.blue=true
    B:sludge=true
    B:steam=true
    B:steel.molten=true
    B:stone.seared=true
    B:tin.molten=true
    B:water=true
}


END: "/config/cofh/thermalexpansion/florbs.cfg"

START: "/config/cofh/thermalexpansion/fuels.cfg"
Coolants {
    I:cryotheum=4000000
    I:ice=2000000
    I:water=400000
}


Fuels {

    Steam {
        I:charcoal=32000
        I:coal=48000
        I:wood=4500
    }

    Enervation {
        I:redstone=64000
    }

    Magmatic {
        I:lava=180000
        I:pyrotheum=2000000
    }

    Compression {
        I:bioethanol=500000
        I:biofuel=500000
        I:coal=1000000
        I:fuel=1500000
        I:oil=150000
    }

    Reactant {
        I:biomass=450000
        I:creosote=200000
        I:glowstone=750000
        I:mobessence=500000
        I:redstone=600000
        I:seedoil=250000
        I:sewage=12000
        I:sludge=12000
    }

}


END: "/config/cofh/thermalexpansion/fuels.cfg"

START: "/config/cofh/thermalfoundation/client.cfg"
Interface {

    CreativeTab {
        B:ArmorInCommonTab=false
        B:ToolsInCommonTab=false
    }

}


Version {
    S:Identifier=1.7.10R1.0.0
}


END: "/config/cofh/thermalfoundation/client.cfg"

START: "/config/cofh/thermalfoundation/common.cfg"
Equipment {
    # Set to TRUE to disable ALL armor sets.
    B:DisableAllArmor=false

    # Set to TRUE to disable ALL tool sets.
    B:DisableAllTools=false

    # Set to FALSE to hide all disabled equipment from the Creative Tabs and NEI.
    B:ShowDisabledEquipment=true

    Copper {
        B:Armor=true

        Tools {
            B:Axe=true
            B:Bow=true
            B:FishingRod=true
            B:Hoe=true
            B:Pickaxe=true
            B:Shears=true
            B:Shovel=true
            B:Sickle=true
            B:Sword=true
        }

    }

    Tin {
        B:Armor=true

        Tools {
            B:Axe=true
            B:Bow=true
            B:FishingRod=true
            B:Hoe=true
            B:Pickaxe=true
            B:Shears=true
            B:Shovel=true
            B:Sickle=true
            B:Sword=true
        }

    }

    Silver {
        B:Armor=true

        Tools {
            B:Axe=true
            B:Bow=true
            B:FishingRod=true
            B:Hoe=true
            B:Pickaxe=true
            B:Shears=true
            B:Shovel=true
            B:Sickle=true
            B:Sword=true
        }

    }

    Lead {
        B:Armor=true

        Tools {
            B:Axe=true
            B:Bow=true
            B:FishingRod=true
            B:Hoe=true
            B:Pickaxe=true
            B:Shears=true
            B:Shovel=true
            B:Sickle=true
            B:Sword=true
        }

    }

    Nickel {
        B:Armor=true

        Tools {
            B:Axe=true
            B:Bow=true
            B:FishingRod=true
            B:Hoe=true
            B:Pickaxe=true
            B:Shears=true
            B:Shovel=true
            B:Sickle=true
            B:Sword=true
        }

    }

    Electrum {
        B:Armor=true

        Tools {
            B:Axe=true
            B:Bow=true
            B:FishingRod=true
            B:Hoe=true
            B:Pickaxe=true
            B:Shears=true
            B:Shovel=true
            B:Sickle=true
            B:Sword=true
        }

    }

    Invar {
        B:Armor=true

        Tools {
            B:Axe=true
            B:Bow=true
            B:FishingRod=true
            B:Hoe=true
            B:Pickaxe=true
            B:Shears=true
            B:Shovel=true
            B:Sickle=true
            B:Sword=true
        }

    }

    Bronze {
        B:Armor=true

        Tools {
            B:Axe=true
            B:Bow=true
            B:FishingRod=true
            B:Hoe=true
            B:Pickaxe=true
            B:Shears=true
            B:Shovel=true
            B:Sickle=true
            B:Sword=true
        }

    }

    Platinum {
        B:Armor=true

        Tools {
            B:Axe=true
            B:Bow=true
            B:FishingRod=true
            B:Hoe=true
            B:Pickaxe=true
            B:Shears=true
            B:Shovel=true
            B:Sickle=true
            B:Sword=true
        }

    }

}


Fluid {

    Redstone {
        # Enable this for Fluid Redstone to emit a signal proportional to its fluid level.
        B:Effect=true
    }

    Glowstone {
        # Enable this for Fluid Glowstone Source blocks to condense back into solid Glowstone above a given y-value.
        B:Condense=true

        # Enable this for Fluid Glowstone to do...something.
        B:Effect=true

        # Enable this for Fluid Glowstone Source blocks to gradually float upwards.
        B:Float=true

        # This adjusts the y-value where Fluid Glowstone will *always* condense, if that is enabled. It will also condense above 80% of this value, if it cannot flow.
        I:MaxHeight=120
    }

    Ender {
        # Enable this for Fluid Ender to randomly teleport entities on contact.
        B:Effect=true
    }

    Pyrotheum {
        # Enable this for Fluid Pyrotheum to be worse than lava.
        B:Effect=true

        # Enable this for Fluid Pyrotheum Source blocks to gradually fall downwards.
        B:Fall=true
    }

    Cryotheum {
        # Enable this for Fluid Cryotheum to be worse than lava, except cold.
        B:Effect=true

        # Enable this for Fluid Cryotheum Source blocks to gradually fall downwards.
        B:Fall=true
    }

    Mana {
        # Enable this for Fluid Mana to do...things.
        B:Effect=true
    }

    Coal {
        # Enable this for Fluid Coal to be flammable.
        B:Flammable=true
    }

}


Lexicon {
    # This will generate a default list file depending on your list setting. This will ONLY generate if no list file already exists.
    B:GenerateDefaultList=true

    # This will echo all entries to the system log.
    B:LogEntries=false

    # Set to true for a whitelist, FALSE for a blacklist
    B:UseWhiteList=true
}


Mob {

    Blizz {
        # Set this to false to disable Blizzes entirely. Jerk.
        B:Enable=true

        # Set this to false for the Blizz to use a mod-specific ID; this removes the Spawn Egg.
        B:UseGlobalId=true

        Spawn {
            # This sets the maximum light level Blizzes can spawn at, if restricted.
            I:Light.Level=8

            # Set this to false for Blizzes to spawn at any light level.
            B:Light.Limit=true

            # This sets the maximum light number of Blizzes that spawn in a group.
            I:MaxGroupSize=4

            # This sets the minimum number of Blizzes that spawn in a group.
            I:MinGroupSize=1

            # This sets the relative spawn weight for Blizzes.
            I:SpawnWeight=10
        }

    }

}


Plugins {

    MineFactoryReloaded {
        B:Enable=true

        Straw {
            B:Coal=true
            B:Cryotheum=true
            B:Ender=true

            # This controls the maximum distance (in blocks) a player will teleport from drinking Ender. (Min: 8, Max: 65536)
            I:Ender.Range=16384
            B:Glowstone=true
            B:Pyrotheum=true
            B:Redstone=true
        }

    }

    Thaumcraft {
        B:Enable=true
    }

    TConstruct {
        B:Enable=true

        Material {

            Silver {
                I:Attack=3
                I:Durability=80
                I:HarvestLevel=2

                # Only change this if you absolutely know what you are doing.
                I:Id=1023
                I:MiningSpeed=1200
            }

            Lead {
                I:Attack=2
                I:Durability=250
                I:HarvestLevel=1

                # Only change this if you absolutely know what you are doing.
                I:Id=1022
                I:MiningSpeed=900
            }

            Nickel {
                I:Attack=2
                I:Durability=750
                I:HarvestLevel=2

                # Only change this if you absolutely know what you are doing.
                I:Id=1021
                I:MiningSpeed=1100
            }

            Platinum {
                I:Attack=5
                I:Durability=1050
                I:HarvestLevel=4

                # Only change this if you absolutely know what you are doing.
                I:Id=1024
                I:MiningSpeed=1400
            }

            Invar {
                I:Attack=2
                I:Durability=450
                I:HarvestLevel=2

                # Only change this if you absolutely know what you are doing.
                I:Id=1020
                I:MiningSpeed=700
            }

            Electrum {
                I:Attack=2
                I:Durability=90
                I:HarvestLevel=1

                # Only change this if you absolutely know what you are doing.
                I:Id=1025
                I:MiningSpeed=1700
            }

        }

    }

}


Version {
    S:Identifier=1.7.10R1.0.0
}


World {
    # If enabled, Thermal Foundation will create default world generation files - if it cannot find existing ones. Only disable this if you know what you are doing.
    B:GenerateDefaultFiles=true
}


END: "/config/cofh/thermalfoundation/common.cfg"

START: "/config/enderio/EnderIO.cfg"
"advanced settings" {
    # Enable per tick sampling on individual power inputs and outputs. This allows slightly more detailed messages from the RF Reader but has a negative impact on server performance.
    B:perInterfacePowerTrackingEnabled=false
}


"aesthetic settings" {
    # If set to true: fluid will not be shown in combustion generator tanks. Improves FPS. 
    B:combustionGeneratorUseOpaqueModel=true

    # Valid values are between 0-1, smallest conduits at 0, largest at 1.
    # In SMP, all clients must be using the same value as the server.
    D:conduitScale=0.6

    # Use TheKazador's alternative model for the Dimensional Transceiver
    B:useAlternateTransceiverModel=false

    # If set to true: WIP Combustion Generator model will be used
    B:useCombustionGenModel=false
}


"anchor settings" {
    # Maximum number of blocks that can be traveled from one travel anchor to another.
    I:travelAnchorMaxDistance=48
}


"autocrafter settings" {
    # RF used per autocrafted recipe
    I:crafterRfPerCraft=2500
}


"dark steel" {
    # Chance that the dark steel anvil will take damage after repairing something.
    D:darkSteelAnvilDamageChance=0.024000000208616257

    # Number of levels required for the Apiarist Armor upgrade.
    I:darkSteelApiaristArmorCost=10

    # The increase in efficiency when powered.
    D:darkSteelAxeEffeciencyBoostWhenPowered=2.0

    # Power use (RF) per damage/durability point avoided.
    I:darkSteelAxePowerUsePerDamagePoint=750

    # How much slower shift-harvesting logs is.
    D:darkSteelAxeSpeedPenaltyMultiHarvest=4.0

    # Jump height modifier applied when jumping with Dark Steel Boots equipped
    D:darkSteelBootsJumpModifier=1.5

    # Base amount of power used per jump (RF) dark steel boots. The second jump in a 'double jump' uses 2x this etc
    I:darkSteelBootsJumpPowerCost=150

    # If true, dark steel armor will drain power stored (RF) in power containers in the players inventory.
    B:darkSteelDrainPowerFromInventory=false

    # Amount of power used (RF) per block height of fall distance damage negated.
    I:darkSteelFallDistanceCost=75

    # Number of levels required for the 'Glider' upgrade.
    I:darkSteelGliderCost=10

    # Horizontal movement speed modifier when gliding.
    D:darkSteelGliderHorizontalSpeed=0.03

    # Rate of altitude loss when gliding.
    D:darkSteelGliderVerticalSpeed=-0.05

    # Rate of altitude loss when sprinting and gliding.
    D:darkSteelGliderVerticalSpeedSprinting=-0.15

    # Number of levels required for the Goggles of Revealing upgrade.
    I:darkSteelGogglesOfRevealingCost=10

    # Number of levels required for the 'Jump 1' upgrade.
    I:darkSteelJumpOneCost=10

    # Number of levels required for the 'Jump 3' upgrade.
    I:darkSteelJumpThreeCost=20

    # Number of levels required for the 'Jump 2' upgrade.
    I:darkSteelJumpTwoCost=15

    # Speed boost, in blocks per tick, that the DS ladder gives over the vanilla ladder.
    D:darkSteelLadderSpeedBoost=0.05999999865889549

    # Number of levels required for the 'Night Vision' upgrade.
    I:darkSteelNightVisionCost=10

    # If set to a value > 0, the obsidian speed and power use will be used for all blocks with hardness >= to this value.
    D:darkSteelPickApplyObsidianEffeciencyAtHardess=40.0

    # Power use (RF) per damage/durability point avoided when shift-harvesting multiple logs
    I:darkSteelPickAxeUsePerDamagePointMultiHarvest=1500

    # The increase in efficiency when powered.
    D:darkSteelPickEffeciencyBoostWhenPowered=2.0

    # The efficiency when breaking obsidian with a powered Dark Pickaxe.
    I:darkSteelPickEffeciencyObsidian=50

    # When true the dark steel pick will be able to mine TiC Ardite and Cobalt [default: true]
    B:darkSteelPickMinesTiCArdite=true

    # The amount of power (RF) used to break an obsidian block.
    I:darkSteelPickPowerUseObsidian=10000

    # Power use (RF) per damage/durability point avoided.
    I:darkSteelPickPowerUsePerDamagePoint=750

    # A list of the amount of durability damage absorbed when items are powered. In order of upgrade level. 1=100% so items take no durability damage when powered.
    D:darkSteelPowerDamgeAbsorptionRatios <
        0.5
        0.6
        0.75
        0.95
     >

    # Amount of power stored (RF) per crystal in the armor items recipe.
    I:darkSteelPowerStorage=100000

    # Base amount of power stored by dark steel items.
    I:darkSteelPowerStorageBase=100000

    # Amount of power stored by dark steel items with a level 1 upgrade.
    I:darkSteelPowerStorageLevelOne=150000

    # Amount of power stored by dark steel items with a level 3 upgrade.
    I:darkSteelPowerStorageLevelThree=1000000

    # Amount of power stored by dark steel items with a level 2 upgrade.
    I:darkSteelPowerStorageLevelTwo=250000

    # If enabled allows the solar upgrade to charge non-darksteel armors that the player is wearing.
    B:darkSteelSolarChargeOthers=true

    # Cost in XP levels of the Solar I upgrade.
    I:darkSteelSolarOneCost=15

    # RF per SECOND generated by the Solar I upgrade. Split between all equipped DS armors.
    I:darkSteelSolarOneGen=10

    # Cost in XP levels of the Solar II upgrade.
    I:darkSteelSolarTwoCost=30

    # RF per SECOND generated by the Solar II upgrade. Split between all equipped DS armors.
    I:darkSteelSolarTwoGen=40

    # Number of levels required for the 'Sound Locator' upgrade.
    I:darkSteelSoundLocatorCost=10

    # Number of ticks the 'Sound Locator' icons are displayed for.
    I:darkSteelSoundLocatorLifespan=40

    # Range of the 'Sound Locator' upgrade.
    I:darkSteelSoundLocatorRange=40

    # Number of levels required for the 'Speed 1' upgrade.
    I:darkSteelSpeedOneCost=10

    # Speed modifier applied when walking in the Dark Steel Boots with Speed I.
    D:darkSteelSpeedOneSprintModifier=0.10000000149011612

    # Speed modifier applied when walking in the Dark Steel Boots with Speed I.
    D:darkSteelSpeedOneWalkModifier=0.10000000149011612

    # Number of levels required for the 'Speed 3' upgrade.
    I:darkSteelSpeedThreeCost=20

    # Speed modifier applied when walking in the Dark Steel Boots with Speed I.
    D:darkSteelSpeedThreeSprintMultiplier=0.5

    # Speed modifier applied when walking in the Dark Steel Boots with Speed I.
    D:darkSteelSpeedThreeWalkMultiplier=0.30000001192092896

    # Number of levels required for the 'Speed 2' upgrade.
    I:darkSteelSpeedTwoCost=15

    # Speed modifier applied when walking in the Dark Steel Boots with Speed I.
    D:darkSteelSpeedTwoSprintMultiplier=0.30000001192092896

    # Speed modifier applied when walking in the Dark Steel Boots with Speed I.
    D:darkSteelSpeedTwoWalkMultiplier=0.20000000298023224

    # Number of levels required for the 'Spoon' upgrade.
    I:darkSteelSpoonCost=10

    # Amount of power stored (RF) per block walked when wearing the dark steel boots.
    I:darkSteelSprintPowerCost=83

    # Number of levels required for the 'Swim' upgrade.
    I:darkSteelSwimCost=10

    # The chance that an ender pearl will be dropped when using a dark steel sword (0 = no chance, 1 = 100% chance)
    D:darkSteelSwordEnderPearlDropChance=1.0

    # The chance for each looting level that an additional ender pearl will be dropped when using a dark steel sword (0 = no chance, 1 = 100% chance)
    D:darkSteelSwordEnderPearlDropChancePerLooting=0.5

    # The amount of power (RF) used per hit.
    I:darkSteelSwordPowerUsePerHit=750

    # The base chance that a skull will be dropped when using a powered dark steel sword (0 = no chance, 1 = 100% chance)
    D:darkSteelSwordSkullChance=0.10000000149011612

    # The chance per looting level that a skull will be dropped when using a powered dark steel sword (0 = no chance, 1 = 100% chance)
    D:darkSteelSwordSkullLootingModifier=0.07500000298023224

    # The base chance that a wither skull will be dropped when using a powered dark steel sword (0 = no chance, 1 = 100% chance)
    D:darkSteelSwordWitherSkullChance=0.05000000074505806

    # The chance per looting level that a wither skull will be dropped when using a powered dark steel sword (0 = no chance, 1 = 100% chance)
    D:darkSteelSwordWitherSkullLootingModifie=0.05000000074505806

    # Number of levels required for the 'Travel' upgrade.
    I:darkSteelTravelCost=30

    # Number of levels required for the 'Power 1.
    I:darkSteelUpgradePowerOneCost=10

    # Number of levels required for the 'Power 3' upgrade.
    I:darkSteelUpgradePowerThreeCost=20

    # Number of levels required for the 'Power 2.
    I:darkSteelUpgradePowerTwoCost=15

    # Number of levels required for the 'Empowered.
    I:darkSteelUpgradeVibrantCost=10

    # Amount of power stored (RF) per block walked when wearing the dark steel boots.
    I:darkSteelWalkPowerCost=83

    # The ratio of skull drops when a mob is killed by a 'FakePlayer', such as Killer Joe. When set to 0 no skulls will drop, at 1 the rate of skull drops is not modified
    D:fakePlayerSkullChance=0.5

    # Should the dark steel placement, when in the first (0th) slot, place the item in the last slot. If false, will place what's in the second slot.
    B:shouldSlotZeroWrap=true

    # The base chance that an Enderman Skull will be dropped when using TiC Cleaver
    D:ticCleaverSkullDropChance=0.10000000149011612

    # The base chance that a skull will be dropped when using a non dark steel sword (0 = no chance, 1 = 100% chance)
    D:vanillaSwordSkullChance=0.05000000074505806
}


"efficiency settings" {
    # Number of millibuckets per tick extracted by pressurised fluid conduits auto extracting
    I:advancedFluidConduitExtractRate=100

    # Number of millibuckets per tick that can pass through a single connection to an pressurised fluid conduit.
    I:advancedFluidConduitMaxIoRate=400

    # Number of millibuckets per tick extracted by ender fluid conduits auto extracting
    I:enderFluidConduitExtractRate=200

    # Number of millibuckets per tick that can pass through a single connection to an ender fluid conduit.
    I:enderFluidConduitMaxIoRate=800

    # Range accessible (in blocks) when using the Ender IO.
    I:enderIoRange=8

    # Number of millibuckets per tick extracted by a fluid conduits auto extracting
    I:fluidConduitExtractRate=50

    # Number of millibuckets per tick that can pass through a single connection to a fluid conduit.
    I:fluidConduitMaxIoRate=200

    # Amount of gas per tick extracted by gas conduits auto extracting
    I:gasConduitExtractRate=200

    # Amount of gas per tick that can pass through a single connection to a gas conduit.
    I:gasConduitMaxIoRate=800

    # If true, 'line of sight' distance rather than conduit path distance is used to calculate priorities.
    B:itemConduitUsePhyscialDistance=false

    # The cost in RF of transporting a bucket of fluid via a Dimensional Transceiver.
    I:transceiverBucketTransmissionCostRF=100

    # When true: correct lighting is recalculated (client side) for conduit bundles when transitioning to from being hidden behind a facade. This produces better quality rendering but can result in frame stutters when switching to/from a wrench.
    B:updateLightingWhenHidingFacades=false

    # The range of the vacuum chest
    D:vacumChestRange=6.0

    # The range of the wireless charger
    I:wirelessChargerRange=24
}


enchantments {
    # If false the soul bound enchantment will not be available [default: true]
    B:enchantmentSoulBoundEnabled=true

    # The id of the enchantment. If set to -1 the lowest unassigned id will be used.
    I:enchantmentSoulBoundId=-1
}


enchantmentsoulboundweight {
    # The chance of getting this enchantment in the enchantment table
    I:Enchantments=1
}


"farm settings" {
    # Disable the notification text above the farm block.
    B:disableFarmNotifications=false

    # The amount of power used by a farm per action (eg plant, till, harvest) 
    I:farmActionEnergyUseRF=500

    # The amount of power used by a farm per wood block 'chopped'
    I:farmAxeActionEnergyUseRF=1000

    # Should axes in a farm take damage when breaking leaves?
    B:farmAxeDamageOnLeafBreak=false

    # The amount of power used by a farm per tick 
    I:farmContinuousEnergyUseRF=40

    # The number of blocks a farm will extend from its center
    I:farmDefaultSize=3

    # This setting controls whether essence berry bushes from TiC can be harvested by the farm.
    B:farmEssenceBerriesEnabled=true

    # If this is enabled the farm will harvest jungle wood even if it has cocoa beans in its inventory.
    B:farmHarvestJungleWhenCocoa=false

    # Use this to specify items that can be hoes in the farming station. Use the registry name (eg. modid:name).
    S:farmHoes <
        minecraft:wooden_hoe
        minecraft:stone_hoe
        minecraft:iron_hoe
        minecraft:diamond_hoe
        minecraft:golden_hoe
        MekanismTools:ObsidianHoe
        MekanismTools:LapisLazuliHoe
        MekanismTools:OsmiumHoe
        MekanismTools:BronzeHoe
        MekanismTools:GlowstoneHoe
        MekanismTools:SteelHoe
        Steamcraft:hoeBrass
        Steamcraft:hoeGildedGold
        Railcraft:tool.steel.hoe
        TConstruct:mattock
        appliedenergistics2:item.ToolCertusQuartzHoe
        appliedenergistics2:item.ToolNetherQuartzHoe
        ProjRed|Exploration:projectred.exploration.hoeruby
        ProjRed|Exploration:projectred.exploration.hoesapphire
        ProjRed|Exploration:projectred.exploration.hoeperidot
        magicalcrops:magicalcrops_AccioHoe
        magicalcrops:magicalcrops_CrucioHoe
        magicalcrops:magicalcrops_ImperioHoe
        BiomesOPlenty:hoeAmethyst
        BiomesOPlenty:hoeMud
        Eln:Eln.Copper Hoe
        Thaumcraft:ItemHoeThaumium
        Thaumcraft:ItemHoeElemental
        Thaumcraft:ItemHoeVoid
        ThermalExpansion:tool.hoeInvar
     >

    # This setting controls whether mana beans from Thaumcraft can be harvested by the farm.
    B:farmManaBeansEnabled=false

    # The chance that a tool in the farm will take damage.
    D:farmToolTakeDamageChance=1.0
}


"fluid settings" {
    # The delay in ticks between when nutrient distillation boosts your food value.
    D:nutrientFluidFoodBoostDelay=400.0
}


"item enabling" {
    # Allows ME conduits. Only has an effect with AE2 installed. [default: true]
    B:enableMEConduits=true

    # Can be set to 'auto', 'true' or 'false'. When set to auto the gas conduit will only be enabled when Mekanism is installed. [default: auto]
    S:isGasConduitEnabled=auto

    # If set to false: Photovoltaic Cells will not be craftable.
    B:photovoltaicCellEnabled=true

    # When set to false reinforced obsidian is not craftable.
    B:reinforcedObsidianEnabled=true

    # If set to false reservoirs will not be craftable.
    B:reservoirEnabled=true

    # If set to false: Dimensional Transceivers will not be craftable.
    B:transceiverEnabled=true

    # When set to false: the travel anchor will not be craftable.
    B:travelAnchorEnabled=true

    # If travelStaffBlinkThroughSolidBlocksEnabled is set to false and this is true: the travel staff can only be used to blink through transparent or partial blocks (e.g. torches). If both are false: only air blocks may be teleported through.
    B:travelStaffBlinkThroughClearBlocksEnabled=true

    # Allows the travel staff to blink through unbreakable blocks such as warded blocks and bedrock.
    B:travelStaffBlinkThroughUnbreakableBlocksEnabled=false
}


"killer joe settings" {
    # The reach of attacks above and bellow Joe.
    D:killerJoeAttackHeight=2.0

    # The reach of attacks in front of Joe.
    D:killerJoeAttackLength=4.0

    # The reach of attacks to each side of Joe.
    D:killerJoeAttackWidth=2.0

    # The distance from which XP will be gathered to each side of Joe.
    D:killerJoeHooverXpLength=10.0

    # The distance from which XP will be gathered in front of Joe.
    D:killerJoeHooverXpWidth=5.0

    # Set whether the Killer Joe can attack through blocks.
    B:killerJoeMustSee=false

    # The number of millibuckets of nutrient fluid used per attack.
    I:killerJoeNutrientUsePerAttackMb=5
}


"loot config" {
    # Adds Darksteel Ingots to loot tables [default: true]
    B:lootDarkSteel=true

    # Adds Darksteel Boots to loot tables [default: true]
    B:lootDarkSteelBoots=true

    # Adds Electric Steel Ingots to loot tables [default: true]
    B:lootElectricSteel=true

    # Adds ender pearls to loot tables [default: true]
    B:lootEnderPearl=true

    # Adds ItemConduitProbe to loot tables [default: true]
    B:lootItemConduitProbe=true

    # Adds nether wart to loot tables [default: true]
    B:lootNetherWart=true

    # Adds Phased Gold Ingots to loot tables [default: true]
    B:lootPhasedGold=true

    # Adds Phased Iron Ingots to loot tables [default: true]
    B:lootPhasedIron=true

    # Adds quartz to loot tables [default: true]
    B:lootQuartz=true

    # Adds Redstone Alloy Ingots to loot tables [default: true]
    B:lootRedstoneAlloy=true

    # Adds The Ender to loot tables [default: true]
    B:lootTheEnder=true

    # Adds Travel Staff to loot tables [default: true]
    B:lootTravelStaff=true
}


"magnet settings" {
    # Amount of RF power stored in a fully charged magnet
    I:magnetPowerCapacityRF=100000

    # The amount of RF power used per tick when the magnet is active
    I:magnetPowerUsePerTickRF=1

    # Range of the magnet in blocks.
    I:magnetRange=5
}


misc {
    # If true, quite clear glass will connect textures with fused quartz. [default: false]
    B:clearGlassConnectToFusedQuartz=false

    # If true, quite clear glass will use the fused quartz border texture for the block instead of the white border. [default: false]
    B:clearGlassSameTexture=false

    # Maximum level of XP the killer joe can contain.
    I:killerJoeMaxXpLevel=2147483647

    # Separates wither and normal skeletons into different entities, enables the powered spawner to treat them differently [EXPERIMENTAL - MAY CAUSE ISSUES WITH OTHER MODS]
    B:replaceWitherSkeletons=false

    # Id of liquid XP fluid (WARNING: only for users who know what they are doing - changing this id can break worlds) - this should match the with OpenBlocks when installed [default: xpjuice]
    S:xpJuiceName=xpjuice

    # Maximum level of XP the xp obelisk can contain.
    I:xpObeliskMaxXpLevel=2147483647
}


"mob attractor settings" {
    # The RF/t  power use of a levele 1 mob attractor
    I:attractorPowerPerTickLevelOne=20

    # The RF/t  power use of a levele 3 mob attractor
    I:attractorPowerPerTickLevelThree=80

    # The RF/t  power use of a levele 2 mob attractor
    I:attractorPowerPerTickLevelTwo=40

    # The range of the mob attractor with no upgrades
    I:attractorRangeLevelOne=16

    # The range of the mob attractor with an octadic capacitor upgrade
    I:attractorRangeLevelThree=64

    # The range of the mob attractor with a double layer capacitor upgrade
    I:attractorRangeLevelTwo=32

    # The RF/t  power use of a levele 1 spawn guard
    I:spawnGuardPowerPerTickLevelOne=80

    # The RF/t  power use of a levele 3 spawn guard
    I:spawnGuardPowerPerTickLevelThree=800

    # The RF/t  power use of a levele 2 spawn guard
    I:spawnGuardPowerPerTickLevelTwo=300

    # The range of the spawn guard with no upgrades
    I:spawnGuardRangeLevelOne=64

    # The range of the spawn guard with an octadic capacitor upgrade
    I:spawnGuardRangeLevelThree=160

    # The range of the spawn guard with a double layer capacitor upgrade
    I:spawnGuardRangeLevelTwo=96

    # When true slimes wont be allowed to spawn at all. Only added to aid testing in super flat worlds. [default: false]
    B:spawnGuardStopAllSlimesDebug=false

    # When true no squid will be spawned. [default: false]
    B:spawnGuardStopAllSquidSpawning=false
}


"mob config" {
    # When set to true a list of all registered mobs will be dumped to config/enderio/mobTypes.txt The names are in the format required by EIOs mob blacklists. [default: false]
    B:dumpMobNames=false
}


"personal settings" {
    # If true, adds durability tooltips to tools and armor
    B:addDurabilityTootip=true

    # If true, the RF/t and burn time of the fuel will be displayed in all tooltips for fluid containers with fuel.
    B:addFuelTooltipsToAllFluidContainers=true

    # If true, adds burn duration tooltips to furnace fuels
    B:addFurnaceFuelTootip=true

    # If true, adds ore dictionary registrations to tooltips
    B:addOreDictionaryTooltips=false

    # If true, adds the registered name for the item
    B:addRegisterdNameTooltip=false

    # If false: you will not be able to access a ME access or crafting terminal using the Ender IO.
    B:enderIoMeAccessEnabled=true

    # Volume of machine sounds.
    D:machineSoundVolume=1.0

    # The chance per level of Beheading that a skull will be dropped when using a TiC weapon
    D:ticBeheadingSkullModifier=0.07500000298023224

    # If true, machines will make sounds.
    B:useMachineSounds=true

    # If true, shift-mouse wheel will change the conduit display mode when the YetaWrench is equipped.
    B:useSneakMouseWheelYetaWrench=true

    # If true, shift-clicking the YetaWrench on a null or non wrenchable object will change the conduit display mode.
    B:useSneakRightClickYetaWrench=false

    # The chance per looting level that a skull will be dropped when using a non-dark steel sword (0 = no chance, 1 = 100% chance)
    D:vanillaSwordSkullLootingModifier=0.05000000074505806
}


"power settings" {
    # The maximum IO for a single capacitor in RF/t
    I:capacitorBankMaxIoRF=5000

    # The maximum storage for a single capacitor in RF
    I:capacitorBankMaxStorageRF=5000000

    # The maximum IO for a single tier one capacitor in RF/t
    I:capacitorBankTierOneMaxIoRF=1000

    # The maximum storage for a single tier one capacitor in RF
    I:capacitorBankTierOneMaxStorageRF=1000000

    # The maximum IO for a single tier three capacitor in RF/t
    I:capacitorBankTierThreeMaxIoRF=25000

    # The maximum storage for a single tier three capacitor in RF
    I:capacitorBankTierThreeMaxStorageRF=25000000

    # The maximum IO for a single tier two capacitor in RF/t
    I:capacitorBankTierTwoMaxIoRF=5000

    # The maximum storage for a single tier two capacitor in RF
    I:capacitorBankTierTwoMaxStorageRF=5000000

    # The amount of power generated per BC engine cycle. Examples: BC Oil = 30, BC Fuel = 60
    I:fireWaterPowerPerCycleRF=80

    # The total burn time. Examples: BC Oil = 5000, BC Fuel = 25000
    I:fireWaterPowerTotalBurnTime=15000

    # The amount of power generated per BC engine cycle. Examples: BC Oil = 30, BC Fuel = 60
    I:hootchPowerPerCycleRF=60

    # The total burn time. Examples: BC Oil = 5000, BC Fuel = 25000
    I:hootchPowerTotalBurnTime=6000

    # Maximum output in RF/t of the Advanced Photovoltaic Panels.
    I:maxPhotovoltaicAdvancedOutputRF=40

    # Maximum output in RF/t of the Photovoltaic Panels.
    I:maxPhotovoltaicOutputRF=10

    # The total amount of RF required to paint one block
    I:painterEnergyPerTaskRF=2000

    # If set to false power conduits of different tiers cannot be connected. in this case a block such as a cap. bank is needed to bridge different tiered networks [default: false]
    B:powerConduitCanDifferentTiersConnect=false

    # When set to true power conduits will output MJ if RF is not supported [default: true]
    B:powerConduitOutputMJ=true

    # The maximum IO for the tier 1 power conduit
    I:powerConduitTierOneRF=640

    # The maximum IO for the tier 3 power conduit
    I:powerConduitTierThreeRF=20480

    # The maximum IO for the tier 2 power conduit
    I:powerConduitTierTwoRF=5120

    # The amount of power generated per BC engine cycle. Examples: BC Oil = 3, BC Fuel = 6
    I:rocketFuelPowerPerCycleRF=160

    # The total burn time. Examples: BC Oil = 5000, BC Fuel = 25000
    I:rocketFuelPowerTotalBurnTime=7000

    # The number of RF/t consumed by an unupgraded Slice'N'Splice
    I:sliceAndSpliceLevelOnePowerPerTickRF=80

    # The number of RF/t consumed by a Slice'N'Splice with an octadic capacitor upgrade.
    I:sliceAndSpliceLevelThreePowerPerTickRF=320

    # The number of RF/t consumed by a Slice'N'Splice with a double layer capacitor upgrade.
    I:sliceAndSpliceLevelTwoPowerPerTickRF=160

    # The amount of power generated per tick.
    I:stirlingGeneratorBaseRfPerTick=20

    # Amount of energy lost when transfered by Dimensional Transceiver; 0 is no loss, 1 is 100% loss
    D:transceiverEnergyLoss=0.1

    # Maximum RF/t sent and received by a Dimensional Transceiver per tick. Input and output limits are not cumulative
    I:transceiverMaxIoRF=20480

    # Number of RF/t required to keep a Dimensional Transceiver connection open
    I:transceiverUpkeepCostRF=10

    # Power use (RF/t) used by the vat.
    I:vatPowerUserPerTickRF=20

    # The amount of power generated per tick.
    I:zombieGeneratorRfPerTick=80

    # The number of ticks one bucket of fuel lasts.
    I:zombieGeneratorTicksPerMbFuel=10000
}


"poweredspawner settings" {
    # The chance a broken spawner will be dropped when a spawner is broken. 1 = 100% chance, 0 = 0% chance
    D:brokenSpawnerDropChance=1.0

    # When a spawner is broken with these tools they will not drop a broken spawner [default: [RotaryCraft:rotarycraft_item_bedpick]]
    S:brokenSpawnerToolBlacklist <
        RotaryCraft:rotarycraft_item_bedpick
     >

    # The number of levels it costs to add a broken spawner
    I:powerSpawnerAddSpawnerCost=30

    # RF per tick for a level 1 (non-upgraded) spawner. See PoweredSpanerConfig_Core.json for mob type multipliers
    I:poweredSpawnerLevelOnePowerPerTickRF=160

    # RF per tick for a level 3 spawner
    I:poweredSpawnerLevelThreePowerPerTickRF=1500

    # RF per tick for a level 2 spawner
    I:poweredSpawnerLevelTwoPowerPerTickRF=500

    # Min tick delay between spawns for a non-upgraded spawner
    I:poweredSpawnerMaxDelayTicks=800

    # Max distance of the closest player for the spawner to be active. A zero value will remove the player check
    I:poweredSpawnerMaxPlayerDistance=0

    # Min tick delay between spawns for a non-upgraded spawner
    I:poweredSpawnerMinDelayTicks=200

    # If true, regular spawn checks such as lighting level and dimension will be made before spawning mobs
    B:poweredSpawnerUseVanillaSpawChecks=false
}


rail {
    # When set to true the RF cost of sending a cart within the same dimension will be capped to the cross dimension cost [default: true]
    B:enderRailCapSameDimensionPowerAtCrossDimensionCost=true

    # Wether Ender Rails are enabled [default: true]
    B:enderRailEnabled=true

    # The amount of power required to transport a cart across dimensions
    I:enderRailPowerRequireCrossDimensions=10000

    # The amount of power required to teleport a cart per block in the same dimension
    I:enderRailPowerRequiredPerBlock=10

    # If true player in minecarts will be teleported. WARN: WIP, seems to cause a memory leak. [default: false]
    B:enderRailTeleportPlayers=false

    # The number of ticks to wait for the track to clear before force spawning the next cart in a (RailCraft) linked set
    I:enderRailTicksBeforeForceSpawningLinkedCarts=60
}


"recipe settings" {
    # When enabled blocks with tile entities (e.g. machines) can be used as paint targets.
    B:allowTileEntitiesAsPaintSource=true

    # Base level cost added to all recipes in the enchanter.
    I:enchanterBaseLevelCost=4

    # The number of conduits crafted per recipe.
    I:numConduitsPerRecipe=8

    # When set to true four dark steel blocks are required instead of ingots when making reinforced obsidian.
    B:reinforcedObsidianUseDarkSteelBlocks=false

    # When true the Soul Binder requires an Enderman Skull to craft [default: true]
    B:soulBinderRequiresEndermanSkull=true

    # When enabled the dim trans. will use a cheaper recipe
    B:transceiverUseEasyRecipe=false

    # Create conduit binder in crafting table instead of furnace
    B:useAlternateBinderRecipe=false

    # When enabled machines cost significantly more.
    B:useHardRecipes=false

    # If true copper and tin will be used in recipes when registered in the ore dictionary
    B:useModMetals=true

    # When enabled machine chassis will require steel instead of iron.
    B:useSteelInChassi=false
}


"soul binder settings" {
    # The number of levels required to create an attractor crystal.
    I:soulBinderAttractorCystalLevels=10

    # The number of RF required to create an attractor crystal.
    I:soulBinderAttractorCystalRF=100000

    # The number of levels required to change the type of a broken spawner.
    I:soulBinderBrokenSpawnerLevels=15

    # The number of RF required to change the type of a broken spawner.
    I:soulBinderBrokenSpawnerRF=2500000

    # The number of levels required to create an ender crystal.
    I:soulBinderEnderCystalLevels=10

    # The number of RF required to create an ender crystal.
    I:soulBinderEnderCystalRF=100000

    # The number of levels required to create an ender rail.
    I:soulBinderEnderRailLevels=10

    # The number of RF required to create an ender rail.
    I:soulBinderEnderRailRF=100000

    # The number of RF/t consumed by an unupgraded soul binder.
    I:soulBinderLevelOnePowerPerTickRF=500

    # The number of RF/t consumed by a soul binder with an octadic capacitor upgrade.
    I:soulBinderLevelThreePowerPerTickRF=2000

    # The number of RF/t consumed by a soul binder with a double layer capacitor upgrade.
    I:soulBinderLevelTwoPowerPerTickRF=1000

    # Maximum level of XP the soul binder can contain.
    I:soulBinderMaxXPLevel=40

    # The number of levels required to re-animate a mob head.
    I:soulBinderReanimationLevels=10

    # The number of RF required to to re-animated a mob head.
    I:soulBinderReanimationRF=100000

    # Entities listed here will can not be captured in a Soul Vial [default: ]
    S:soulVesselBlackList <
     >

    # When set to false, any mob with a 'boss bar' won't be able to be captured in the Soul Vial [default: false]
    B:soulVesselCapturesBosses=false
}


"staff settings" {
    # Set the max zoomed size of a travel anchor as an aprox. percentage of screen height [range: 0.0 ~ 1.0, default: 0.2]
    S:travelAnchorZoomScale=0.2

    # Lists the blocks that cannot be teleported through in the form 'modID:blockName' [default: [minecraft:bedrock], [Thaumcraft:blockWarded]]
    S:travelStaffBlinkBlackList <
        minecraft:bedrock
        Thaumcraft:blockWarded
     >

    # If set to false: the travel staff can not be used to shift-right click teleport, or blink.
    B:travelStaffBlinkEnabled=true

    # Minimum number of ticks between 'blinks'. Values of 10 or less allow a limited sort of flight.
    I:travelStaffBlinkPauseTicks=10

    # If set to false: the travel staff can be used to blink through any block.
    B:travelStaffBlinkThroughSolidBlocksEnabled=true

    # If set to false: the travel staff will not be craftable.
    B:travelStaffEnabled=true

    # Max number of blocks teleported when shift clicking the staff.
    I:travelStaffMaxBlinkDistance=16

    # Maximum number of blocks that can be traveled using the Staff of the Traveling.
    I:travelStaffMaxDistance=128

    # Number of RF required per block travelled using the Staff of the Traveling.
    D:travelStaffPowerPerBlockRF=250.0
}


END: "/config/enderio/EnderIO.cfg"

START: "/config/enviromine/CaveDimension.cfg"
##########################################################################################################
# Cave Entities
#--------------------------------------------------------------------------------------------------------#
# Changes what entities can spawn in the cave dimension
##########################################################################################################

"Cave Entities" {

    Bat {
        I:"01.Entity ID"=65
        I:"02.Spawn Weight"=100
        I:"03.Min Group Size"=4
        I:"04.Max Group Size"=8
    }

    Creeper {
        I:"01.Entity ID"=50
        I:"02.Spawn Weight"=1
        I:"03.Min Group Size"=1
        I:"04.Max Group Size"=1
    }

    Silverfish {
        I:"01.Entity ID"=50
        I:"02.Spawn Weight"=100
        I:"03.Min Group Size"=1
        I:"04.Max Group Size"=4
    }

}


##########################################################################################################
# Cave Ores
#--------------------------------------------------------------------------------------------------------#
# Changes how ores generate in the cave dimension
##########################################################################################################

"Cave Ores" {

    Coal {
        S:"01.Ore Name"=enviromine:flammablecoal
        I:"02.Ore Metadata"=0
        S:"03.Source Block"=minecraft:stone
        I:"03.Veins Per Chunk"=32
        I:"04.Source Metadata"=0
        I:"04.Veins Size"=16
        I:"05.Min Y"=10
        I:"06.Max Y"=246
    }

    Iron {
        S:"01.Ore Name"=minecraft:iron_ore
        I:"02.Ore Metadata"=0
        S:"03.Source Block"=minecraft:stone
        I:"03.Veins Per Chunk"=24
        I:"04.Source Metadata"=0
        I:"04.Veins Size"=16
        I:"05.Min Y"=10
        I:"06.Max Y"=246
    }

    Lapis {
        S:"01.Ore Name"=minecraft:redstone_ore
        I:"02.Ore Metadata"=0
        S:"03.Source Block"=minecraft:stone
        I:"03.Veins Per Chunk"=12
        I:"04.Source Metadata"=0
        I:"04.Veins Size"=8
        I:"05.Min Y"=10
        I:"06.Max Y"=246
    }

    Redstone {
        S:"01.Ore Name"=minecraft:redstone_ore
        I:"02.Ore Metadata"=0
        S:"03.Source Block"=minecraft:stone
        I:"03.Veins Per Chunk"=12
        I:"04.Source Metadata"=0
        I:"04.Veins Size"=12
        I:"05.Min Y"=10
        I:"06.Max Y"=246
    }

    Gold {
        S:"01.Ore Name"=minecraft:gold_ore
        I:"02.Ore Metadata"=0
        S:"03.Source Block"=minecraft:stone
        I:"03.Veins Per Chunk"=8
        I:"04.Source Metadata"=0
        I:"04.Veins Size"=8
        I:"05.Min Y"=10
        I:"06.Max Y"=246
    }

    Diamonds {
        S:"01.Ore Name"=minecraft:diamond_ore
        I:"02.Ore Metadata"=0
        S:"03.Source Block"=minecraft:stone
        I:"03.Veins Per Chunk"=4
        I:"04.Source Metadata"=0
        I:"04.Veins Size"=8
        I:"05.Min Y"=10
        I:"06.Max Y"=246
    }

    Emeralds {
        S:"01.Ore Name"=minecraft:emerald_ore
        I:"02.Ore Metadata"=0
        S:"03.Source Block"=minecraft:stone
        I:"03.Veins Per Chunk"=2
        I:"04.Source Metadata"=0
        I:"04.Veins Size"=4
        I:"05.Min Y"=10
        I:"06.Max Y"=246
    }

    Silverfish {
        S:"01.Ore Name"=minecraft:monster_egg
        I:"02.Ore Metadata"=0
        S:"03.Source Block"=minecraft:stone
        I:"03.Veins Per Chunk"=48
        I:"04.Source Metadata"=0
        I:"04.Veins Size"=24
        I:"05.Min Y"=10
        I:"06.Max Y"=246
    }

}


Main {
    B:"Can Respawn in Caves"=false
    I:"Cave Biome ID"=23
    I:"Dimension ID"=-2
    B:"Disable Elevator Access"=false
    I:Dungeons=8
    I:"Elevator Height Limit"=10

    # If set to true EnviroMine will try to strictly enforce the configured spawn weights regardless of spawn method. Has some side effects!
    B:"Enforce Spawn Weights"=false
    B:"Fire OreGen event"=true
    B:"Flood Side Caves"=true

    # Makes the dimension more volcanic
    B:"Lava instead of Water"=false
    I:"Ravine Rarity"=30
    I:"Small Cave Rarity"=7

    # Height at which water/lava generates [range: 0 ~ 255, default: 32]
    I:"Water/Lava Height"=32
}


END: "/config/enviromine/CaveDimension.cfg"

START: "/config/enviromine/CustomProperties/Artifacts.cfg"
END: "/config/enviromine/CustomProperties/Artifacts.cfg"

START: "/config/enviromine/CustomProperties/Backpack.cfg"
END: "/config/enviromine/CustomProperties/Backpack.cfg"

START: "/config/enviromine/CustomProperties/BiblioCraft.cfg"
END: "/config/enviromine/CustomProperties/BiblioCraft.cfg"

START: "/config/enviromine/CustomProperties/BiomesOPlenty.cfg"
##########################################################################################################
# biomes
#--------------------------------------------------------------------------------------------------------#
# Manually change the environmental properties of each biome
##########################################################################################################

biomes {

    Ocean {
        I:"01.Biome ID"=0
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=salty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=17.22075445642904
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Plains {
        I:"01.Biome ID"=1
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=26.45033635316129
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Desert {
        I:"01.Biome ID"=2
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=45.0
        D:"05.Temp Rate"=0.005
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.05
        D:"08.Air Quality Rate"=0.0
    }

    "Extreme Hills" {
        I:"01.Biome ID"=3
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=7.0395509268103895
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Forest {
        I:"01.Biome ID"=4
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=23.512435412217695
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Taiga {
        I:"01.Biome ID"=5
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=cold

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=8.779064490725771
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Swampland {
        I:"01.Biome ID"=6
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=26.45033635316129
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    River {
        I:"01.Biome ID"=7
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=17.22075445642904
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Hell {
        I:"01.Biome ID"=8
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=45.0
        D:"05.Temp Rate"=0.005
        D:"06.Sanity Rate"=-0.1
        D:"07.Dehydrate Rate"=0.05
        D:"08.Air Quality Rate"=-0.1
    }

    "Ice Plains" {
        I:"01.Biome ID"=12
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=0.0
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    MushroomIsland {
        I:"01.Biome ID"=14
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=29.225162174858266
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    MushroomIslandShore {
        I:"01.Biome ID"=15
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=salty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=29.225162174858266
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    DesertHills {
        I:"01.Biome ID"=17
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=45.0
        D:"05.Temp Rate"=0.005
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.05
        D:"08.Air Quality Rate"=0.0
    }

    ForestHills {
        I:"01.Biome ID"=18
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=23.512435412217695
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    TaigaHills {
        I:"01.Biome ID"=19
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=cold

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=8.779064490725771
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Extreme Hills Edge" {
        I:"01.Biome ID"=20
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=7.0395509268103895
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Jungle {
        I:"01.Biome ID"=21
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=30.546033548982376
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    JungleHills {
        I:"01.Biome ID"=22
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=30.546033548982376
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Birch Forest" {
        I:"01.Biome ID"=27
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=20.429573823032417
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Birch Forest Hills" {
        I:"01.Biome ID"=28
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=20.429573823032417
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Roofed Forest" {
        I:"01.Biome ID"=29
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=23.512435412217695
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Cold Taiga" {
        I:"01.Biome ID"=30
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=cold

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=5.740251485476347
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Cold Taiga Hills" {
        I:"01.Biome ID"=31
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=cold

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=5.740251485476347
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Savanna {
        I:"01.Biome ID"=35
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=36.40576650791022
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Savanna Plateau" {
        I:"01.Biome ID"=36
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=31.819805153394636
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Mesa {
        I:"01.Biome ID"=37
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=45.0
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Mesa Plateau F" {
        I:"01.Biome ID"=38
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=45.0
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Mesa Plateau" {
        I:"01.Biome ID"=39
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=45.0
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Alps {
        I:"01.Biome ID"=40
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=cold

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=0.0
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Arctic {
        I:"01.Biome ID"=41
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=1.7666917091580874
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Bamboo Forest" {
        I:"01.Biome ID"=42
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=36.40576650791022
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Bayou {
        I:"01.Biome ID"=43
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=17.22075445642904
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Bog {
        I:"01.Biome ID"=44
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=26.45033635316129
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Boreal Forest" {
        I:"01.Biome ID"=45
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=cold

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=20.429573823032417
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Brushland {
        I:"01.Biome ID"=46
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=45.0
        D:"05.Temp Rate"=0.005
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.05
        D:"08.Air Quality Rate"=0.0
    }

    Canyon {
        I:"01.Biome ID"=47
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=26.45033635316129
        D:"05.Temp Rate"=0.005
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.05
        D:"08.Air Quality Rate"=0.0
    }

    Chaparral {
        I:"01.Biome ID"=48
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=26.45033635316129
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Cherry Blossom Grove" {
        I:"01.Biome ID"=49
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=23.512435412217695
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Coniferous Forest" {
        I:"01.Biome ID"=50
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=cold

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=17.22075445642904
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Snowy Coniferous Forest" {
        I:"01.Biome ID"=51
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=cold

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=0.0
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Crag {
        I:"01.Biome ID"=52
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=45.0
        D:"05.Temp Rate"=0.005
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.05
        D:"08.Air Quality Rate"=0.0
    }

    "Dead Forest" {
        I:"01.Biome ID"=53
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=7.0395509268103895
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Dead Swamp" {
        I:"01.Biome ID"=54
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=26.45033635316129
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Deciduous Forest" {
        I:"01.Biome ID"=55
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=23.512435412217695
        D:"05.Temp Rate"=0.005
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.05
        D:"08.Air Quality Rate"=0.0
    }

    "Eucalyptus Forest" {
        I:"01.Biome ID"=56
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=29.225162174858266
        D:"05.Temp Rate"=0.005
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.05
        D:"08.Air Quality Rate"=0.0
    }

    Fen {
        I:"01.Biome ID"=57
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=13.905764746872633
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Flower Field" {
        I:"01.Biome ID"=58
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=20.429573823032417
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Frost Forest" {
        I:"01.Biome ID"=59
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=cold

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=0.0
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Fungi Forest" {
        I:"01.Biome ID"=60
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=29.225162174858266
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Garden {
        I:"01.Biome ID"=61
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=23.512435412217695
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Grassland {
        I:"01.Biome ID"=62
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=23.512435412217695
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Grove {
        I:"01.Biome ID"=63
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=13.905764746872633
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Heathland {
        I:"01.Biome ID"=64
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=26.45033635316129
        D:"05.Temp Rate"=0.005
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.05
        D:"08.Air Quality Rate"=0.0
    }

    Highland {
        I:"01.Biome ID"=65
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=17.22075445642904
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Jade Cliffs" {
        I:"01.Biome ID"=66
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=17.22075445642904
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Land of Lakes" {
        I:"01.Biome ID"=67
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=salty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=17.22075445642904
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Lavender Fields" {
        I:"01.Biome ID"=68
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=20.429573823032417
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Lush Desert" {
        I:"01.Biome ID"=69
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=31.819805153394636
        D:"05.Temp Rate"=0.005
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.05
        D:"08.Air Quality Rate"=0.0
    }

    "Lush Swamp" {
        I:"01.Biome ID"=70
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=23.512435412217695
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Maple Woods" {
        I:"01.Biome ID"=71
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=7.0395509268103895
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Marsh {
        I:"01.Biome ID"=72
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=17.22075445642904
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Meadow {
        I:"01.Biome ID"=73
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=23.512435412217695
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Moor {
        I:"01.Biome ID"=74
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=17.22075445642904
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Mountain {
        I:"01.Biome ID"=75
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=17.22075445642904
        D:"05.Temp Rate"=0.005
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.05
        D:"08.Air Quality Rate"=0.0
    }

    "Mystic Grove" {
        I:"01.Biome ID"=76
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=29.225162174858266
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Ominous Woods" {
        I:"01.Biome ID"=77
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=26.45033635316129
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Orchard {
        I:"01.Biome ID"=78
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=26.45033635316129
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Origin Valley" {
        I:"01.Biome ID"=79
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=23.512435412217695
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Outback {
        I:"01.Biome ID"=80
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=41.5745789630079
        D:"05.Temp Rate"=0.005
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.05
        D:"08.Air Quality Rate"=0.0
    }

    Prairie {
        I:"01.Biome ID"=81
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=29.225162174858266
        D:"05.Temp Rate"=0.005
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.05
        D:"08.Air Quality Rate"=0.0
    }

    Rainforest {
        I:"01.Biome ID"=82
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=45.0
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Redwood Forest" {
        I:"01.Biome ID"=83
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=cold

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=26.45033635316129
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Sacred Springs" {
        I:"01.Biome ID"=84
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=17.22075445642904
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Seasonal Forest" {
        I:"01.Biome ID"=85
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=23.512435412217695
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Shield {
        I:"01.Biome ID"=86
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=salty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=17.22075445642904
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Shrubland {
        I:"01.Biome ID"=87
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=20.429573823032417
        D:"05.Temp Rate"=0.005
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.05
        D:"08.Air Quality Rate"=0.0
    }

    Sludgepit {
        I:"01.Biome ID"=88
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=26.45033635316129
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Steppe {
        I:"01.Biome ID"=89
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=45.0
        D:"05.Temp Rate"=0.005
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.05
        D:"08.Air Quality Rate"=0.0
    }

    "Temperate Rainforest" {
        I:"01.Biome ID"=90
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=cold

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=23.512435412217695
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Thicket {
        I:"01.Biome ID"=91
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=20.429573823032417
        D:"05.Temp Rate"=0.005
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.05
        D:"08.Air Quality Rate"=0.0
    }

    "Tropical Rainforest" {
        I:"01.Biome ID"=92
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=36.40576650791022
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Tundra {
        I:"01.Biome ID"=93
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=7.0395509268103895
        D:"05.Temp Rate"=0.005
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.05
        D:"08.Air Quality Rate"=0.0
    }

    Wasteland {
        I:"01.Biome ID"=94
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=45.0
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Wetland {
        I:"01.Biome ID"=95
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=26.45033635316129
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Woodland {
        I:"01.Biome ID"=96
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=43.756646417895446
        D:"05.Temp Rate"=0.005
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.05
        D:"08.Air Quality Rate"=0.0
    }

    "Coral Reef" {
        I:"01.Biome ID"=97
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=salty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=17.22075445642904
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Kelp Forest" {
        I:"01.Biome ID"=98
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=salty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=17.22075445642904
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Tropics {
        I:"01.Biome ID"=99
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=45.0
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Volcano {
        I:"01.Biome ID"=100
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=45.0
        D:"05.Temp Rate"=0.005
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.05
        D:"08.Air Quality Rate"=0.0
    }

    Mangrove {
        I:"01.Biome ID"=101
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=salty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=26.45033635316129
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Alps Forest" {
        I:"01.Biome ID"=102
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=cold

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=0.0
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Canyon Ravine" {
        I:"01.Biome ID"=103
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=26.45033635316129
        D:"05.Temp Rate"=0.005
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.05
        D:"08.Air Quality Rate"=0.0
    }

    Glacier {
        I:"01.Biome ID"=104
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=0.0
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Land of Lakes Marsh" {
        I:"01.Biome ID"=105
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=17.22075445642904
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Meadow Forest" {
        I:"01.Biome ID"=106
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=23.512435412217695
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Oasis {
        I:"01.Biome ID"=107
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=29.225162174858266
        D:"05.Temp Rate"=0.005
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.05
        D:"08.Air Quality Rate"=0.0
    }

    Quagmire {
        I:"01.Biome ID"=108
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=26.45033635316129
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Scrubland {
        I:"01.Biome ID"=109
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=36.40576650791022
        D:"05.Temp Rate"=0.005
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.05
        D:"08.Air Quality Rate"=0.0
    }

    "Seasonal Forest Clearing" {
        I:"01.Biome ID"=110
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=23.512435412217695
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Silkglades {
        I:"01.Biome ID"=111
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=17.22075445642904
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Spruce Woods" {
        I:"01.Biome ID"=112
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=cold

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=23.512435412217695
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Corrupted Sands" {
        I:"01.Biome ID"=113
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=45.0
        D:"05.Temp Rate"=0.005
        D:"06.Sanity Rate"=-0.1
        D:"07.Dehydrate Rate"=0.05
        D:"08.Air Quality Rate"=-0.1
    }

    "Phantasmagoric Inferno" {
        I:"01.Biome ID"=114
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=45.0
        D:"05.Temp Rate"=0.005
        D:"06.Sanity Rate"=-0.1
        D:"07.Dehydrate Rate"=0.05
        D:"08.Air Quality Rate"=-0.1
    }

    Boneyard {
        I:"01.Biome ID"=115
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=45.0
        D:"05.Temp Rate"=0.005
        D:"06.Sanity Rate"=-0.1
        D:"07.Dehydrate Rate"=0.05
        D:"08.Air Quality Rate"=-0.1
    }

    "Visceral Heap" {
        I:"01.Biome ID"=116
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=45.0
        D:"05.Temp Rate"=0.005
        D:"06.Sanity Rate"=-0.1
        D:"07.Dehydrate Rate"=0.05
        D:"08.Air Quality Rate"=-0.1
    }

    Undergarden {
        I:"01.Biome ID"=117
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=45.0
        D:"05.Temp Rate"=0.005
        D:"06.Sanity Rate"=-0.1
        D:"07.Dehydrate Rate"=0.05
        D:"08.Air Quality Rate"=-0.1
    }

    "Polar Chasm" {
        I:"01.Biome ID"=118
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=cold

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=45.0
        D:"05.Temp Rate"=0.005
        D:"06.Sanity Rate"=-0.1
        D:"07.Dehydrate Rate"=0.05
        D:"08.Air Quality Rate"=-0.1
    }

    "Spectral Garden" {
        I:"01.Biome ID"=119
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=45.0
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Lush River" {
        I:"01.Biome ID"=120
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=20.429573823032417
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Dry River" {
        I:"01.Biome ID"=121
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=36.40576650791022
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

}


##########################################################################################################
# dimension
#--------------------------------------------------------------------------------------------------------#
# Customise dimension environments
##########################################################################################################

dimension {

    Nether {
        I:"01.Dimension ID"=-1
        B:"02.Allow Config Override"=true
        B:"03.Track Sanity"=true
        B:"04.Dark Affects Sanity"=true
        D:"05.Sanity Multiplier"=1.0
        B:"06.Track Air Quility"=true
        D:"07.Air Quility Multiplier"=1.0
        B:"08.Track Hydration"=true
        D:"09.Hydration Multiplier"=1.0
        B:"10.Track Temperature"=true
        D:"11.Temperature Multiplier"=1.0
        B:"12.Day/Night Affects Temp"=true
        B:"13.Weather Affects Temp"=true
        B:"14.Generate Mineshafts"=false
        I:"15.Where is Sea Level"=340

        # Use a negitive value to skip shaft entrance checks [range: -255 ~ 255, default: 12]
        I:"16.Mine Y height"=-192
        D:"17.Base Temperature Rate"=0.0
        D:"18.Base Hydration Rate"=0.0
        D:"19.Base Sanity Rate"=0.0
        D:"20.Base Air Quality Rate"=0.0
        B:"20.Enable Physics"=true
    }

}


END: "/config/enviromine/CustomProperties/BiomesOPlenty.cfg"

START: "/config/enviromine/CustomProperties/CarpentersBlocks.cfg"
END: "/config/enviromine/CustomProperties/CarpentersBlocks.cfg"

START: "/config/enviromine/CustomProperties/DimensionalAnchors.cfg"
END: "/config/enviromine/CustomProperties/DimensionalAnchors.cfg"

START: "/config/enviromine/CustomProperties/ESM.cfg"
END: "/config/enviromine/CustomProperties/ESM.cfg"

START: "/config/enviromine/CustomProperties/EnderIO.cfg"
END: "/config/enviromine/CustomProperties/EnderIO.cfg"

START: "/config/enviromine/CustomProperties/EnderStorage.cfg"
END: "/config/enviromine/CustomProperties/EnderStorage.cfg"

START: "/config/enviromine/CustomProperties/ExtraTiC.cfg"
END: "/config/enviromine/CustomProperties/ExtraTiC.cfg"

START: "/config/enviromine/CustomProperties/ExtraUtilities.cfg"
END: "/config/enviromine/CustomProperties/ExtraUtilities.cfg"

START: "/config/enviromine/CustomProperties/ForgeMicroblock.cfg"
END: "/config/enviromine/CustomProperties/ForgeMicroblock.cfg"

START: "/config/enviromine/CustomProperties/ForgeMultipart.cfg"
END: "/config/enviromine/CustomProperties/ForgeMultipart.cfg"

START: "/config/enviromine/CustomProperties/HardcoreQuesting.cfg"
END: "/config/enviromine/CustomProperties/HardcoreQuesting.cfg"

START: "/config/enviromine/CustomProperties/IguanaTweaksTConstruct.cfg"
END: "/config/enviromine/CustomProperties/IguanaTweaksTConstruct.cfg"

START: "/config/enviromine/CustomProperties/ImmibisMicroblocks.cfg"
END: "/config/enviromine/CustomProperties/ImmibisMicroblocks.cfg"

START: "/config/enviromine/CustomProperties/IronChest.cfg"
END: "/config/enviromine/CustomProperties/IronChest.cfg"

START: "/config/enviromine/CustomProperties/JABBA.cfg"
END: "/config/enviromine/CustomProperties/JABBA.cfg"

START: "/config/enviromine/CustomProperties/LavaMonsters.cfg"
END: "/config/enviromine/CustomProperties/LavaMonsters.cfg"

START: "/config/enviromine/CustomProperties/Mantle.cfg"
END: "/config/enviromine/CustomProperties/Mantle.cfg"

START: "/config/enviromine/CustomProperties/Mekanism.cfg"
END: "/config/enviromine/CustomProperties/Mekanism.cfg"

START: "/config/enviromine/CustomProperties/MekanismTools.cfg"
END: "/config/enviromine/CustomProperties/MekanismTools.cfg"

START: "/config/enviromine/CustomProperties/MineFactoryReloaded.cfg"
END: "/config/enviromine/CustomProperties/MineFactoryReloaded.cfg"

START: "/config/enviromine/CustomProperties/MyCustom.cfg"
END: "/config/enviromine/CustomProperties/MyCustom.cfg"

START: "/config/enviromine/CustomProperties/NetherOres.cfg"
END: "/config/enviromine/CustomProperties/NetherOres.cfg"

START: "/config/enviromine/CustomProperties/OpenBlocks.cfg"
END: "/config/enviromine/CustomProperties/OpenBlocks.cfg"

START: "/config/enviromine/CustomProperties/ProjectE.cfg"
END: "/config/enviromine/CustomProperties/ProjectE.cfg"

START: "/config/enviromine/CustomProperties/RandomThings.cfg"
END: "/config/enviromine/CustomProperties/RandomThings.cfg"

START: "/config/enviromine/CustomProperties/StevesFactoryManager.cfg"
END: "/config/enviromine/CustomProperties/StevesFactoryManager.cfg"

START: "/config/enviromine/CustomProperties/Sync.cfg"
END: "/config/enviromine/CustomProperties/Sync.cfg"

START: "/config/enviromine/CustomProperties/TConstruct.cfg"
END: "/config/enviromine/CustomProperties/TConstruct.cfg"

START: "/config/enviromine/CustomProperties/ThermalDynamics.cfg"
END: "/config/enviromine/CustomProperties/ThermalDynamics.cfg"

START: "/config/enviromine/CustomProperties/ThermalExpansion.cfg"
END: "/config/enviromine/CustomProperties/ThermalExpansion.cfg"

START: "/config/enviromine/CustomProperties/ThermalFoundation.cfg"
END: "/config/enviromine/CustomProperties/ThermalFoundation.cfg"

START: "/config/enviromine/CustomProperties/TurkeyUtil.cfg"
END: "/config/enviromine/CustomProperties/TurkeyUtil.cfg"

START: "/config/enviromine/CustomProperties/arcticmobs.cfg"
END: "/config/enviromine/CustomProperties/arcticmobs.cfg"

START: "/config/enviromine/CustomProperties/chisel.cfg"
END: "/config/enviromine/CustomProperties/chisel.cfg"

START: "/config/enviromine/CustomProperties/creeperspecies.cfg"
END: "/config/enviromine/CustomProperties/creeperspecies.cfg"

START: "/config/enviromine/CustomProperties/demonmobs.cfg"
END: "/config/enviromine/CustomProperties/demonmobs.cfg"

START: "/config/enviromine/CustomProperties/desertmobs.cfg"
END: "/config/enviromine/CustomProperties/desertmobs.cfg"

START: "/config/enviromine/CustomProperties/enchantableblocks.cfg"
END: "/config/enviromine/CustomProperties/enchantableblocks.cfg"

START: "/config/enviromine/CustomProperties/enviromine.cfg"
##########################################################################################################
# biomes
#--------------------------------------------------------------------------------------------------------#
# Manually change the environmental properties of each biome
##########################################################################################################

biomes {

    Caves {
        I:"01.Biome ID"=23
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=31.819805153394636
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

}


##########################################################################################################
# blocks
#--------------------------------------------------------------------------------------------------------#
# Customise the physical properties and environmental effects of blocks
##########################################################################################################

blocks {

    tile_enviromine_firegas {
        S:01.Name=enviromine:firegas
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=true
        D:07.Temperature=200.0
        D:"08.Air Quality"=-1.0
        D:09.Sanity=0.0
        S:10.Stability=none
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

    tile_torch {
        S:01.Name=enviromine:firetorch
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=true
        D:07.Temperature=75.0
        D:"08.Air Quality"=-0.25
        D:09.Sanity=0.0
        S:10.Stability=none
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

    tile_enviromine_burningcoal {
        S:01.Name=enviromine:burningcoal
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=true
        D:07.Temperature=75.0
        D:"08.Air Quality"=-0.25
        D:09.Sanity=0.0
        S:10.Stability=average
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

}


##########################################################################################################
# dimension
#--------------------------------------------------------------------------------------------------------#
# Customise dimension environments
##########################################################################################################

dimension {

    Caves {
        I:"01.Dimension ID"=-2
        B:"02.Allow Config Override"=true
        B:"03.Track Sanity"=true
        B:"04.Dark Affects Sanity"=true
        D:"05.Sanity Multiplier"=1.0
        B:"06.Track Air Quility"=true
        D:"07.Air Quility Multiplier"=1.0
        B:"08.Track Hydration"=true
        D:"09.Hydration Multiplier"=1.0
        B:"10.Track Temperature"=true
        D:"11.Temperature Multiplier"=1.0
        B:"12.Day/Night Affects Temp"=true
        B:"13.Weather Affects Temp"=true
        B:"14.Generate Mineshafts"=true
        I:"15.Where is Sea Level"=340

        # Use a negitive value to skip shaft entrance checks [range: -255 ~ 255, default: 12]
        I:"16.Mine Y height"=-192
        D:"17.Base Temperature Rate"=0.0
        D:"18.Base Hydration Rate"=0.0
        D:"19.Base Sanity Rate"=0.0
        D:"20.Base Air Quality Rate"=0.0
        B:"20.Enable Physics"=true
    }

}


##########################################################################################################
# spoiling
#--------------------------------------------------------------------------------------------------------#
# Set the properties of spoliable items
##########################################################################################################

spoiling {

    item_enviromine_rottenfood {
        S:01.ID=enviromine:rottenFood
        I:02.Damage=-1

        # Set blank to rot into nothing
        S:"03.Rotten ID"=
        I:"04.Rotten Damage"=0

        # Set this to -1 to disable rotting on this item
        I:"05.Days To Rot"=-1
    }

}


END: "/config/enviromine/CustomProperties/enviromine.cfg"

START: "/config/enviromine/CustomProperties/forestmobs.cfg"
END: "/config/enviromine/CustomProperties/forestmobs.cfg"

START: "/config/enviromine/CustomProperties/freshwatermobs.cfg"
END: "/config/enviromine/CustomProperties/freshwatermobs.cfg"

START: "/config/enviromine/CustomProperties/ganyssurface.cfg"
END: "/config/enviromine/CustomProperties/ganyssurface.cfg"

START: "/config/enviromine/CustomProperties/harvestcraft.cfg"
END: "/config/enviromine/CustomProperties/harvestcraft.cfg"

START: "/config/enviromine/CustomProperties/infernomobs.cfg"
END: "/config/enviromine/CustomProperties/infernomobs.cfg"

START: "/config/enviromine/CustomProperties/infiniteinvo.cfg"
END: "/config/enviromine/CustomProperties/infiniteinvo.cfg"

START: "/config/enviromine/CustomProperties/junglemobs.cfg"
END: "/config/enviromine/CustomProperties/junglemobs.cfg"

START: "/config/enviromine/CustomProperties/lucky.cfg"
END: "/config/enviromine/CustomProperties/lucky.cfg"

START: "/config/enviromine/CustomProperties/lycanitesmobs.cfg"
END: "/config/enviromine/CustomProperties/lycanitesmobs.cfg"

START: "/config/enviromine/CustomProperties/minecraft.cfg"
##########################################################################################################
# armor
#--------------------------------------------------------------------------------------------------------#
# Modify the effects armor has on entities when worn
##########################################################################################################

armor {

    item_helmetCloth {
        S:01.ID=minecraft:leather_helmet
        D:"02.Temp Add - Night"=1.0
        D:"03.Temp Add - Shade"=1.0
        D:"04.Temp Add - Sun"=1.0
        D:"05.Temp Multiplier - Night"=1.0
        D:"06.Temp Multiplier - Shade"=1.0
        D:"07.Temp Multiplier - Sun"=1.0
        D:08.Sanity=0.0
        D:09.Air=0.0
    }

    item_chestplateCloth {
        S:01.ID=minecraft:leather_chestplate
        D:"02.Temp Add - Night"=1.0
        D:"03.Temp Add - Shade"=1.0
        D:"04.Temp Add - Sun"=1.0
        D:"05.Temp Multiplier - Night"=1.0
        D:"06.Temp Multiplier - Shade"=1.0
        D:"07.Temp Multiplier - Sun"=1.0
        D:08.Sanity=0.0
        D:09.Air=0.0
        B:"10.Allow Camel Pack"=true
    }

    item_leggingsCloth {
        S:01.ID=minecraft:leather_leggings
        D:"02.Temp Add - Night"=1.0
        D:"03.Temp Add - Shade"=1.0
        D:"04.Temp Add - Sun"=1.0
        D:"05.Temp Multiplier - Night"=1.0
        D:"06.Temp Multiplier - Shade"=1.0
        D:"07.Temp Multiplier - Sun"=1.0
        D:08.Sanity=0.0
        D:09.Air=0.0
    }

    item_bootsCloth {
        S:01.ID=minecraft:leather_boots
        D:"02.Temp Add - Night"=1.0
        D:"03.Temp Add - Shade"=1.0
        D:"04.Temp Add - Sun"=1.0
        D:"05.Temp Multiplier - Night"=1.0
        D:"06.Temp Multiplier - Shade"=1.0
        D:"07.Temp Multiplier - Sun"=1.0
        D:08.Sanity=0.0
        D:09.Air=0.0
    }

    item_helmetIron {
        S:01.ID=minecraft:iron_helmet
        D:"02.Temp Add - Night"=-1.0
        D:"03.Temp Add - Shade"=0.0
        D:"04.Temp Add - Sun"=2.0
        D:"05.Temp Multiplier - Night"=1.0
        D:"06.Temp Multiplier - Shade"=1.0
        D:"07.Temp Multiplier - Sun"=1.1
        D:08.Sanity=0.0
        D:09.Air=0.0
    }

    item_chestplateIron {
        S:01.ID=minecraft:iron_chestplate
        D:"02.Temp Add - Night"=-1.0
        D:"03.Temp Add - Shade"=0.0
        D:"04.Temp Add - Sun"=2.0
        D:"05.Temp Multiplier - Night"=1.0
        D:"06.Temp Multiplier - Shade"=1.0
        D:"07.Temp Multiplier - Sun"=1.1
        D:08.Sanity=0.0
        D:09.Air=0.0
        B:"10.Allow Camel Pack"=true
    }

    item_leggingsIron {
        S:01.ID=minecraft:iron_leggings
        D:"02.Temp Add - Night"=-1.0
        D:"03.Temp Add - Shade"=0.0
        D:"04.Temp Add - Sun"=2.0
        D:"05.Temp Multiplier - Night"=1.0
        D:"06.Temp Multiplier - Shade"=1.0
        D:"07.Temp Multiplier - Sun"=1.1
        D:08.Sanity=0.0
        D:09.Air=0.0
    }

    item_bootsIron {
        S:01.ID=minecraft:iron_boots
        D:"02.Temp Add - Night"=-1.0
        D:"03.Temp Add - Shade"=0.0
        D:"04.Temp Add - Sun"=2.0
        D:"05.Temp Multiplier - Night"=1.0
        D:"06.Temp Multiplier - Shade"=1.0
        D:"07.Temp Multiplier - Sun"=1.1
        D:08.Sanity=0.0
        D:09.Air=0.0
    }

    item_helmetDiamond {
        S:01.ID=minecraft:diamond_helmet
        D:"02.Temp Add - Night"=0.0
        D:"03.Temp Add - Shade"=0.0
        D:"04.Temp Add - Sun"=0.0
        D:"05.Temp Multiplier - Night"=1.0
        D:"06.Temp Multiplier - Shade"=1.0
        D:"07.Temp Multiplier - Sun"=0.9
        D:08.Sanity=0.0
        D:09.Air=0.0
    }

    item_chestplateDiamond {
        S:01.ID=minecraft:diamond_chestplate
        D:"02.Temp Add - Night"=0.0
        D:"03.Temp Add - Shade"=0.0
        D:"04.Temp Add - Sun"=0.0
        D:"05.Temp Multiplier - Night"=1.0
        D:"06.Temp Multiplier - Shade"=1.0
        D:"07.Temp Multiplier - Sun"=0.9
        D:08.Sanity=0.0
        D:09.Air=0.0
        B:"10.Allow Camel Pack"=true
    }

    item_leggingsDiamond {
        S:01.ID=minecraft:diamond_leggings
        D:"02.Temp Add - Night"=0.0
        D:"03.Temp Add - Shade"=0.0
        D:"04.Temp Add - Sun"=0.0
        D:"05.Temp Multiplier - Night"=1.0
        D:"06.Temp Multiplier - Shade"=1.0
        D:"07.Temp Multiplier - Sun"=0.9
        D:08.Sanity=0.0
        D:09.Air=0.0
    }

    item_bootsDiamond {
        S:01.ID=minecraft:diamond_boots
        D:"02.Temp Add - Night"=0.0
        D:"03.Temp Add - Shade"=0.0
        D:"04.Temp Add - Sun"=0.0
        D:"05.Temp Multiplier - Night"=1.0
        D:"06.Temp Multiplier - Shade"=1.0
        D:"07.Temp Multiplier - Sun"=0.9
        D:08.Sanity=0.0
        D:09.Air=0.0
    }

    item_helmetGold {
        S:01.ID=minecraft:golden_helmet
        D:"02.Temp Add - Night"=0.0
        D:"03.Temp Add - Shade"=0.0
        D:"04.Temp Add - Sun"=2.5
        D:"05.Temp Multiplier - Night"=1.0
        D:"06.Temp Multiplier - Shade"=1.0
        D:"07.Temp Multiplier - Sun"=1.2
        D:08.Sanity=0.0
        D:09.Air=0.0
    }

    item_chestplateGold {
        S:01.ID=minecraft:golden_chestplate
        D:"02.Temp Add - Night"=0.0
        D:"03.Temp Add - Shade"=0.0
        D:"04.Temp Add - Sun"=2.5
        D:"05.Temp Multiplier - Night"=1.0
        D:"06.Temp Multiplier - Shade"=1.0
        D:"07.Temp Multiplier - Sun"=1.2
        D:08.Sanity=0.0
        D:09.Air=0.0
        B:"10.Allow Camel Pack"=true
    }

    item_leggingsGold {
        S:01.ID=minecraft:golden_leggings
        D:"02.Temp Add - Night"=0.0
        D:"03.Temp Add - Shade"=0.0
        D:"04.Temp Add - Sun"=2.5
        D:"05.Temp Multiplier - Night"=1.0
        D:"06.Temp Multiplier - Shade"=1.0
        D:"07.Temp Multiplier - Sun"=1.2
        D:08.Sanity=0.0
        D:09.Air=0.0
    }

    item_bootsGold {
        S:01.ID=minecraft:golden_boots
        D:"02.Temp Add - Night"=0.0
        D:"03.Temp Add - Shade"=0.0
        D:"04.Temp Add - Sun"=2.5
        D:"05.Temp Multiplier - Night"=1.0
        D:"06.Temp Multiplier - Shade"=1.0
        D:"07.Temp Multiplier - Sun"=1.2
        D:08.Sanity=0.0
        D:09.Air=0.0
    }

}


##########################################################################################################
# blocks
#--------------------------------------------------------------------------------------------------------#
# Customise the physical properties and environmental effects of blocks
##########################################################################################################

blocks {

    tile_grass {
        S:01.Name=minecraft:grass
        I:02.MetaID=-1
        S:03.DropName=minecraft:dirt
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=false
        D:07.Temperature=0.0
        D:"08.Air Quality"=1.0
        D:09.Sanity=0.1
        S:10.Stability=loose
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

    tile_dirt {
        S:01.Name=minecraft:dirt
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=false
        D:07.Temperature=0.0
        D:"08.Air Quality"=0.0
        D:09.Sanity=0.0
        S:10.Stability=loose
        B:11.Slides=false
        B:"12.Slides When Wet"=true
    }

    tile_sapling {
        S:01.Name=minecraft:sapling
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=false
        D:07.Temperature=0.0
        D:"08.Air Quality"=1.0
        D:09.Sanity=0.1
        S:10.Stability=none
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

    tile_lava {
        S:01.Name=minecraft:flowing_lava
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=true
        D:07.Temperature=200.0
        D:"08.Air Quality"=-1.0
        D:09.Sanity=0.0
        S:10.Stability=none
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

    tile_sand {
        S:01.Name=minecraft:sand
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=false
        D:07.Temperature=0.0
        D:"08.Air Quality"=0.0
        D:09.Sanity=0.0
        S:10.Stability=sand-like
        B:11.Slides=true
        B:"12.Slides When Wet"=false
    }

    tile_gravel {
        S:01.Name=minecraft:gravel
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=false
        D:07.Temperature=0.0
        D:"08.Air Quality"=0.0
        D:09.Sanity=0.0
        S:10.Stability=none
        B:11.Slides=true
        B:"12.Slides When Wet"=false
    }

    tile_leaves {
        S:01.Name=minecraft:leaves
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=false
        D:07.Temperature=0.0
        D:"08.Air Quality"=1.0
        D:09.Sanity=0.1
        S:10.Stability=average
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

    tile_web {
        S:01.Name=minecraft:web
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=false
        D:07.Temperature=0.0
        D:"08.Air Quality"=0.0
        D:09.Sanity=-0.01
        S:10.Stability=none
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

    tile_tallgrass {
        S:01.Name=minecraft:tallgrass
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=false
        D:07.Temperature=0.0
        D:"08.Air Quality"=1.0
        D:09.Sanity=0.1
        S:10.Stability=none
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

    tile_deadbush {
        S:01.Name=minecraft:deadbush
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=false
        D:07.Temperature=0.0
        D:"08.Air Quality"=1.0
        D:09.Sanity=0.1
        S:10.Stability=none
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

    tile_flower1 {
        S:01.Name=minecraft:yellow_flower
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=false
        D:07.Temperature=0.0
        D:"08.Air Quality"=1.0
        D:09.Sanity=0.1
        S:10.Stability=none
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

    tile_flower2 {
        S:01.Name=minecraft:red_flower
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=false
        D:07.Temperature=0.0
        D:"08.Air Quality"=1.0
        D:09.Sanity=0.1
        S:10.Stability=none
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

    tile_mushroom {
        S:01.Name=minecraft:brown_mushroom
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=false
        D:07.Temperature=0.0
        D:"08.Air Quality"=1.0
        D:09.Sanity=0.1
        S:10.Stability=none
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

    tile_torch {
        S:01.Name=minecraft:torch
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=true
        D:07.Temperature=75.0
        D:"08.Air Quality"=-0.25
        D:09.Sanity=0.0
        S:10.Stability=none
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

    tile_fire {
        S:01.Name=minecraft:fire
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=true
        D:07.Temperature=75.0
        D:"08.Air Quality"=-0.25
        D:09.Sanity=0.0
        S:10.Stability=none
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

    tile_crops {
        S:01.Name=minecraft:wheat
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=false
        D:07.Temperature=0.0
        D:"08.Air Quality"=1.0
        D:09.Sanity=0.1
        S:10.Stability=none
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

    tile_furnace {
        S:01.Name=minecraft:lit_furnace
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=true
        D:07.Temperature=75.0
        D:"08.Air Quality"=-0.25
        D:09.Sanity=0.0
        S:10.Stability=average
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

    tile_snow {
        S:01.Name=minecraft:snow_layer
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=true
        D:07.Temperature=-0.02
        D:"08.Air Quality"=0.0
        D:09.Sanity=0.0
        S:10.Stability=none
        B:11.Slides=false
        B:"12.Slides When Wet"=true
    }

    tile_ice {
        S:01.Name=minecraft:ice
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=true
        D:07.Temperature=-0.02
        D:"08.Air Quality"=0.0
        D:09.Sanity=0.0
        S:10.Stability=average
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

    tile_reeds {
        S:01.Name=minecraft:reeds
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=false
        D:07.Temperature=0.0
        D:"08.Air Quality"=1.0
        D:09.Sanity=0.1
        S:10.Stability=none
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

    tile_hellrock {
        S:01.Name=minecraft:netherrack
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=true
        D:07.Temperature=50.0
        D:"08.Air Quality"=0.0
        D:09.Sanity=0.0
        S:10.Stability=average
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

    tile_hellsand {
        S:01.Name=minecraft:soul_sand
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=false
        D:07.Temperature=0.0
        D:"08.Air Quality"=0.0
        D:09.Sanity=-0.1
        S:10.Stability=loose
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

    tile_pumpkinStem {
        S:01.Name=minecraft:pumpkin_stem
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=false
        D:07.Temperature=0.0
        D:"08.Air Quality"=1.0
        D:09.Sanity=0.1
        S:10.Stability=none
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

    tile_vine {
        S:01.Name=minecraft:vine
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=false
        D:07.Temperature=0.0
        D:"08.Air Quality"=1.0
        D:09.Sanity=0.1
        S:10.Stability=none
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

    tile_mycel {
        S:01.Name=minecraft:mycelium
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=false
        D:07.Temperature=0.0
        D:"08.Air Quality"=1.0
        D:09.Sanity=0.1
        S:10.Stability=loose
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

    tile_waterlily {
        S:01.Name=minecraft:waterlily
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=false
        D:07.Temperature=0.0
        D:"08.Air Quality"=1.0
        D:09.Sanity=0.1
        S:10.Stability=none
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

    tile_netherBrick {
        S:01.Name=minecraft:nether_brick
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=true
        D:07.Temperature=50.0
        D:"08.Air Quality"=0.0
        D:09.Sanity=0.0
        S:10.Stability=average
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

    tile_netherFence {
        S:01.Name=minecraft:nether_brick_fence
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=true
        D:07.Temperature=50.0
        D:"08.Air Quality"=0.0
        D:09.Sanity=0.0
        S:10.Stability=average
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

    tile_stairsNetherBrick {
        S:01.Name=minecraft:nether_brick_stairs
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=true
        D:07.Temperature=50.0
        D:"08.Air Quality"=0.0
        D:09.Sanity=0.0
        S:10.Stability=average
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

    tile_netherStalk {
        S:01.Name=minecraft:nether_wart
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=false
        D:07.Temperature=0.0
        D:"08.Air Quality"=1.0
        D:09.Sanity=0.1
        S:10.Stability=none
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

    tile_dragonEgg {
        S:01.Name=minecraft:dragon_egg
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=false
        D:07.Temperature=0.0
        D:"08.Air Quality"=0.0
        D:09.Sanity=1.0
        S:10.Stability=loose
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

    tile_cocoa {
        S:01.Name=minecraft:cocoa
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=false
        D:07.Temperature=0.0
        D:"08.Air Quality"=1.0
        D:09.Sanity=0.1
        S:10.Stability=none
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

    tile_flowerPot {
        S:01.Name=minecraft:flower_pot
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=false
        D:07.Temperature=0.0
        D:"08.Air Quality"=1.0
        D:09.Sanity=0.1
        S:10.Stability=none
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

    tile_carrots {
        S:01.Name=minecraft:carrots
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=false
        D:07.Temperature=0.0
        D:"08.Air Quality"=1.0
        D:09.Sanity=0.1
        S:10.Stability=none
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

    tile_potatoes {
        S:01.Name=minecraft:potatoes
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=false
        D:07.Temperature=0.0
        D:"08.Air Quality"=1.0
        D:09.Sanity=0.1
        S:10.Stability=none
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

    tile_skull {
        S:01.Name=minecraft:skull
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=false
        D:07.Temperature=0.0
        D:"08.Air Quality"=0.0
        D:09.Sanity=-0.1
        S:10.Stability=none
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

    tile_anvil {
        S:01.Name=minecraft:anvil
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=false
        D:07.Temperature=0.0
        D:"08.Air Quality"=0.0
        D:09.Sanity=0.0
        S:10.Stability=none
        B:11.Slides=true
        B:"12.Slides When Wet"=false
    }

    tile_hayBlock {
        S:01.Name=minecraft:hay_block
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=false
        D:07.Temperature=0.0
        D:"08.Air Quality"=1.0
        D:09.Sanity=0.1
        S:10.Stability=loose
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

    tile_icePacked {
        S:01.Name=minecraft:packed_ice
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=true
        D:07.Temperature=-0.02
        D:"08.Air Quality"=0.0
        D:09.Sanity=0.0
        S:10.Stability=loose
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

    tile_doublePlant {
        S:01.Name=minecraft:double_plant
        I:02.MetaID=-1
        S:03.DropName=
        I:04.DropMetaID=-1
        I:05.DropNumber=-1
        B:"06.Enable Temperature"=false
        D:07.Temperature=0.0
        D:"08.Air Quality"=1.0
        D:09.Sanity=0.1
        S:10.Stability=none
        B:11.Slides=false
        B:"12.Slides When Wet"=false
    }

}


##########################################################################################################
# entity
#--------------------------------------------------------------------------------------------------------#
# Custom properties for entities
##########################################################################################################

entity {

    Skeleton {
        I:"01.Entity ID"=51
        B:"02.Enable EnviroTracker"=false
        B:"03.Enable Dehydration"=false
        B:"04.Enable BodyTemp"=false
        B:"05.Enable Air Quality"=false
        B:"06.Immune To Frost"=true
        B:"07.Immune To Heat"=true
        D:"08.Ambient Sanity"=-0.1
        D:"09.Hit Sanity"=-1.0

        # Overridden by body temp
        D:"10.Ambient Temperature"=10.0
        D:"11.Hit Temperature"=0.0
        D:"12.Ambient Air"=0.0
        D:"13.Hit Air"=0.0
        D:"14.Ambient Hydration"=0.0
        D:"15.Hit Hydration"=0.0
    }

    Zombie {
        I:"01.Entity ID"=54
        B:"02.Enable EnviroTracker"=false
        B:"03.Enable Dehydration"=false
        B:"04.Enable BodyTemp"=false
        B:"05.Enable Air Quality"=false
        B:"06.Immune To Frost"=true
        B:"07.Immune To Heat"=true
        D:"08.Ambient Sanity"=-0.1
        D:"09.Hit Sanity"=-1.0

        # Overridden by body temp
        D:"10.Ambient Temperature"=10.0
        D:"11.Hit Temperature"=0.0
        D:"12.Ambient Air"=0.0
        D:"13.Hit Air"=0.0
        D:"14.Ambient Hydration"=0.0
        D:"15.Hit Hydration"=0.0
    }

    Enderman {
        I:"01.Entity ID"=58
        B:"02.Enable EnviroTracker"=false
        B:"03.Enable Dehydration"=false
        B:"04.Enable BodyTemp"=false
        B:"05.Enable Air Quality"=false
        B:"06.Immune To Frost"=true
        B:"07.Immune To Heat"=true
        D:"08.Ambient Sanity"=-0.5
        D:"09.Hit Sanity"=-5.0

        # Overridden by body temp
        D:"10.Ambient Temperature"=10.0
        D:"11.Hit Temperature"=0.0
        D:"12.Ambient Air"=0.0
        D:"13.Hit Air"=0.0
        D:"14.Ambient Hydration"=0.0
        D:"15.Hit Hydration"=0.0
    }

    PigZombie {
        I:"01.Entity ID"=57
        B:"02.Enable EnviroTracker"=false
        B:"03.Enable Dehydration"=false
        B:"04.Enable BodyTemp"=false
        B:"05.Enable Air Quality"=false
        B:"06.Immune To Frost"=true
        B:"07.Immune To Heat"=true
        D:"08.Ambient Sanity"=-0.1
        D:"09.Hit Sanity"=-1.0

        # Overridden by body temp
        D:"10.Ambient Temperature"=10.0
        D:"11.Hit Temperature"=0.0
        D:"12.Ambient Air"=0.0
        D:"13.Hit Air"=0.0
        D:"14.Ambient Hydration"=0.0
        D:"15.Hit Hydration"=0.0
    }

    Blaze {
        I:"01.Entity ID"=61
        B:"02.Enable EnviroTracker"=false
        B:"03.Enable Dehydration"=false
        B:"04.Enable BodyTemp"=false
        B:"05.Enable Air Quality"=false
        B:"06.Immune To Frost"=true
        B:"07.Immune To Heat"=true
        D:"08.Ambient Sanity"=0.0
        D:"09.Hit Sanity"=0.0

        # Overridden by body temp
        D:"10.Ambient Temperature"=100.0
        D:"11.Hit Temperature"=0.5
        D:"12.Ambient Air"=0.0
        D:"13.Hit Air"=0.0
        D:"14.Ambient Hydration"=-0.1
        D:"15.Hit Hydration"=-1.0
    }

    Bat {
        I:"01.Entity ID"=65
        B:"02.Enable EnviroTracker"=false
        B:"03.Enable Dehydration"=false
        B:"04.Enable BodyTemp"=false
        B:"05.Enable Air Quality"=false
        B:"06.Immune To Frost"=true
        B:"07.Immune To Heat"=true
        D:"08.Ambient Sanity"=-0.05
        D:"09.Hit Sanity"=0.0

        # Overridden by body temp
        D:"10.Ambient Temperature"=37.0
        D:"11.Hit Temperature"=0.0
        D:"12.Ambient Air"=0.0
        D:"13.Hit Air"=0.0
        D:"14.Ambient Hydration"=0.0
        D:"15.Hit Hydration"=0.0
    }

    SnowMan {
        I:"01.Entity ID"=97
        B:"02.Enable EnviroTracker"=false
        B:"03.Enable Dehydration"=false
        B:"04.Enable BodyTemp"=false
        B:"05.Enable Air Quality"=false
        B:"06.Immune To Frost"=true
        B:"07.Immune To Heat"=true
        D:"08.Ambient Sanity"=0.0
        D:"09.Hit Sanity"=0.0

        # Overridden by body temp
        D:"10.Ambient Temperature"=-1.0
        D:"11.Hit Temperature"=-0.5
        D:"12.Ambient Air"=0.0
        D:"13.Hit Air"=0.0
        D:"14.Ambient Hydration"=0.0
        D:"15.Hit Hydration"=0.0
    }

}


##########################################################################################################
# items
#--------------------------------------------------------------------------------------------------------#
# Custom effects for items
##########################################################################################################

items {

    tile_grass {
        S:01.Name=minecraft:grass
        I:02.Damage=-1
        B:"03.Enable Ambient Temperature"=false
        D:"04.Ambient Temperature"=0.0
        D:"05.Ambient Air Quality"=0.025
        D:"06.Ambient Santity"=0.1
        D:"07.Effect Temperature"=0.0
        D:"08.Effect Air Quality"=0.0
        D:"09.Effect Sanity"=0.0
        D:"10.Effect Hydration"=0.0
        D:"11.Effect Temperature Cap"=37.0
        I:"12.CamelPack Fill Amount"=0
        S:"13.CamelPack Return Item"=
        I:"14.CamelPack Return Meta"=0
    }

    tile_sapling {
        S:01.Name=minecraft:sapling
        I:02.Damage=-1
        B:"03.Enable Ambient Temperature"=false
        D:"04.Ambient Temperature"=0.0
        D:"05.Ambient Air Quality"=0.025
        D:"06.Ambient Santity"=0.1
        D:"07.Effect Temperature"=0.0
        D:"08.Effect Air Quality"=0.0
        D:"09.Effect Sanity"=0.0
        D:"10.Effect Hydration"=0.0
        D:"11.Effect Temperature Cap"=37.0
        I:"12.CamelPack Fill Amount"=0
        S:"13.CamelPack Return Item"=
        I:"14.CamelPack Return Meta"=0
    }

    tile_leaves {
        S:01.Name=minecraft:leaves
        I:02.Damage=-1
        B:"03.Enable Ambient Temperature"=false
        D:"04.Ambient Temperature"=0.0
        D:"05.Ambient Air Quality"=0.025
        D:"06.Ambient Santity"=0.1
        D:"07.Effect Temperature"=0.0
        D:"08.Effect Air Quality"=0.0
        D:"09.Effect Sanity"=0.0
        D:"10.Effect Hydration"=0.0
        D:"11.Effect Temperature Cap"=37.0
        I:"12.CamelPack Fill Amount"=0
        S:"13.CamelPack Return Item"=
        I:"14.CamelPack Return Meta"=0
    }

    tile_tallgrass {
        S:01.Name=minecraft:tallgrass
        I:02.Damage=-1
        B:"03.Enable Ambient Temperature"=false
        D:"04.Ambient Temperature"=0.0
        D:"05.Ambient Air Quality"=0.025
        D:"06.Ambient Santity"=0.1
        D:"07.Effect Temperature"=0.0
        D:"08.Effect Air Quality"=0.0
        D:"09.Effect Sanity"=0.0
        D:"10.Effect Hydration"=0.0
        D:"11.Effect Temperature Cap"=37.0
        I:"12.CamelPack Fill Amount"=0
        S:"13.CamelPack Return Item"=
        I:"14.CamelPack Return Meta"=0
    }

    tile_deadbush {
        S:01.Name=minecraft:deadbush
        I:02.Damage=-1
        B:"03.Enable Ambient Temperature"=false
        D:"04.Ambient Temperature"=0.0
        D:"05.Ambient Air Quality"=0.025
        D:"06.Ambient Santity"=0.1
        D:"07.Effect Temperature"=0.0
        D:"08.Effect Air Quality"=0.0
        D:"09.Effect Sanity"=0.0
        D:"10.Effect Hydration"=0.0
        D:"11.Effect Temperature Cap"=37.0
        I:"12.CamelPack Fill Amount"=0
        S:"13.CamelPack Return Item"=
        I:"14.CamelPack Return Meta"=0
    }

    tile_flower1 {
        S:01.Name=minecraft:yellow_flower
        I:02.Damage=-1
        B:"03.Enable Ambient Temperature"=false
        D:"04.Ambient Temperature"=0.0
        D:"05.Ambient Air Quality"=0.025
        D:"06.Ambient Santity"=0.1
        D:"07.Effect Temperature"=0.0
        D:"08.Effect Air Quality"=0.0
        D:"09.Effect Sanity"=0.0
        D:"10.Effect Hydration"=0.0
        D:"11.Effect Temperature Cap"=37.0
        I:"12.CamelPack Fill Amount"=0
        S:"13.CamelPack Return Item"=
        I:"14.CamelPack Return Meta"=0
    }

    tile_flower2 {
        S:01.Name=minecraft:red_flower
        I:02.Damage=-1
        B:"03.Enable Ambient Temperature"=false
        D:"04.Ambient Temperature"=0.0
        D:"05.Ambient Air Quality"=0.025
        D:"06.Ambient Santity"=0.1
        D:"07.Effect Temperature"=0.0
        D:"08.Effect Air Quality"=0.0
        D:"09.Effect Sanity"=0.0
        D:"10.Effect Hydration"=0.0
        D:"11.Effect Temperature Cap"=37.0
        I:"12.CamelPack Fill Amount"=0
        S:"13.CamelPack Return Item"=
        I:"14.CamelPack Return Meta"=0
    }

    tile_mushroom {
        S:01.Name=minecraft:brown_mushroom
        I:02.Damage=-1
        B:"03.Enable Ambient Temperature"=false
        D:"04.Ambient Temperature"=0.0
        D:"05.Ambient Air Quality"=0.025
        D:"06.Ambient Santity"=0.1
        D:"07.Effect Temperature"=0.0
        D:"08.Effect Air Quality"=0.0
        D:"09.Effect Sanity"=0.0
        D:"10.Effect Hydration"=0.0
        D:"11.Effect Temperature Cap"=37.0
        I:"12.CamelPack Fill Amount"=0
        S:"13.CamelPack Return Item"=
        I:"14.CamelPack Return Meta"=0
    }

    tile_snow {
        S:01.Name=minecraft:snow_layer
        I:02.Damage=-1
        B:"03.Enable Ambient Temperature"=true
        D:"04.Ambient Temperature"=-0.1
        D:"05.Ambient Air Quality"=0.0
        D:"06.Ambient Santity"=0.0
        D:"07.Effect Temperature"=0.0
        D:"08.Effect Air Quality"=0.0
        D:"09.Effect Sanity"=0.0
        D:"10.Effect Hydration"=0.0
        D:"11.Effect Temperature Cap"=37.0
        I:"12.CamelPack Fill Amount"=0
        S:"13.CamelPack Return Item"=
        I:"14.CamelPack Return Meta"=0
    }

    tile_ice {
        S:01.Name=minecraft:ice
        I:02.Damage=-1
        B:"03.Enable Ambient Temperature"=true
        D:"04.Ambient Temperature"=-0.5
        D:"05.Ambient Air Quality"=0.0
        D:"06.Ambient Santity"=0.0
        D:"07.Effect Temperature"=0.0
        D:"08.Effect Air Quality"=0.0
        D:"09.Effect Sanity"=0.0
        D:"10.Effect Hydration"=0.0
        D:"11.Effect Temperature Cap"=37.0
        I:"12.CamelPack Fill Amount"=0
        S:"13.CamelPack Return Item"=
        I:"14.CamelPack Return Meta"=0
    }

    tile_hellrock {
        S:01.Name=minecraft:netherrack
        I:02.Damage=-1
        B:"03.Enable Ambient Temperature"=true
        D:"04.Ambient Temperature"=50.0
        D:"05.Ambient Air Quality"=0.0
        D:"06.Ambient Santity"=0.0
        D:"07.Effect Temperature"=0.0
        D:"08.Effect Air Quality"=0.0
        D:"09.Effect Sanity"=0.0
        D:"10.Effect Hydration"=0.0
        D:"11.Effect Temperature Cap"=37.0
        I:"12.CamelPack Fill Amount"=0
        S:"13.CamelPack Return Item"=
        I:"14.CamelPack Return Meta"=0
    }

    tile_hellsand {
        S:01.Name=minecraft:soul_sand
        I:02.Damage=-1
        B:"03.Enable Ambient Temperature"=false
        D:"04.Ambient Temperature"=0.0
        D:"05.Ambient Air Quality"=0.0
        D:"06.Ambient Santity"=-1.0
        D:"07.Effect Temperature"=0.0
        D:"08.Effect Air Quality"=0.0
        D:"09.Effect Sanity"=0.0
        D:"10.Effect Hydration"=0.0
        D:"11.Effect Temperature Cap"=37.0
        I:"12.CamelPack Fill Amount"=0
        S:"13.CamelPack Return Item"=
        I:"14.CamelPack Return Meta"=0
    }

    tile_vine {
        S:01.Name=minecraft:vine
        I:02.Damage=-1
        B:"03.Enable Ambient Temperature"=false
        D:"04.Ambient Temperature"=0.0
        D:"05.Ambient Air Quality"=0.025
        D:"06.Ambient Santity"=0.1
        D:"07.Effect Temperature"=0.0
        D:"08.Effect Air Quality"=0.0
        D:"09.Effect Sanity"=0.0
        D:"10.Effect Hydration"=0.0
        D:"11.Effect Temperature Cap"=37.0
        I:"12.CamelPack Fill Amount"=0
        S:"13.CamelPack Return Item"=
        I:"14.CamelPack Return Meta"=0
    }

    tile_mycel {
        S:01.Name=minecraft:mycelium
        I:02.Damage=-1
        B:"03.Enable Ambient Temperature"=false
        D:"04.Ambient Temperature"=0.0
        D:"05.Ambient Air Quality"=0.025
        D:"06.Ambient Santity"=0.1
        D:"07.Effect Temperature"=0.0
        D:"08.Effect Air Quality"=0.0
        D:"09.Effect Sanity"=0.0
        D:"10.Effect Hydration"=0.0
        D:"11.Effect Temperature Cap"=37.0
        I:"12.CamelPack Fill Amount"=0
        S:"13.CamelPack Return Item"=
        I:"14.CamelPack Return Meta"=0
    }

    tile_waterlily {
        S:01.Name=minecraft:waterlily
        I:02.Damage=-1
        B:"03.Enable Ambient Temperature"=false
        D:"04.Ambient Temperature"=0.0
        D:"05.Ambient Air Quality"=0.025
        D:"06.Ambient Santity"=0.1
        D:"07.Effect Temperature"=0.0
        D:"08.Effect Air Quality"=0.0
        D:"09.Effect Sanity"=0.0
        D:"10.Effect Hydration"=0.0
        D:"11.Effect Temperature Cap"=37.0
        I:"12.CamelPack Fill Amount"=0
        S:"13.CamelPack Return Item"=
        I:"14.CamelPack Return Meta"=0
    }

    tile_netherBrick {
        S:01.Name=minecraft:nether_brick
        I:02.Damage=-1
        B:"03.Enable Ambient Temperature"=true
        D:"04.Ambient Temperature"=50.0
        D:"05.Ambient Air Quality"=0.0
        D:"06.Ambient Santity"=0.0
        D:"07.Effect Temperature"=0.0
        D:"08.Effect Air Quality"=0.0
        D:"09.Effect Sanity"=0.0
        D:"10.Effect Hydration"=0.0
        D:"11.Effect Temperature Cap"=37.0
        I:"12.CamelPack Fill Amount"=0
        S:"13.CamelPack Return Item"=
        I:"14.CamelPack Return Meta"=0
    }

    tile_netherFence {
        S:01.Name=minecraft:nether_brick_fence
        I:02.Damage=-1
        B:"03.Enable Ambient Temperature"=true
        D:"04.Ambient Temperature"=50.0
        D:"05.Ambient Air Quality"=0.0
        D:"06.Ambient Santity"=0.0
        D:"07.Effect Temperature"=0.0
        D:"08.Effect Air Quality"=0.0
        D:"09.Effect Sanity"=0.0
        D:"10.Effect Hydration"=0.0
        D:"11.Effect Temperature Cap"=37.0
        I:"12.CamelPack Fill Amount"=0
        S:"13.CamelPack Return Item"=
        I:"14.CamelPack Return Meta"=0
    }

    tile_stairsNetherBrick {
        S:01.Name=minecraft:nether_brick_stairs
        I:02.Damage=-1
        B:"03.Enable Ambient Temperature"=true
        D:"04.Ambient Temperature"=50.0
        D:"05.Ambient Air Quality"=0.0
        D:"06.Ambient Santity"=0.0
        D:"07.Effect Temperature"=0.0
        D:"08.Effect Air Quality"=0.0
        D:"09.Effect Sanity"=0.0
        D:"10.Effect Hydration"=0.0
        D:"11.Effect Temperature Cap"=37.0
        I:"12.CamelPack Fill Amount"=0
        S:"13.CamelPack Return Item"=
        I:"14.CamelPack Return Meta"=0
    }

    tile_cocoa {
        S:01.Name=minecraft:cocoa
        I:02.Damage=-1
        B:"03.Enable Ambient Temperature"=false
        D:"04.Ambient Temperature"=0.0
        D:"05.Ambient Air Quality"=0.025
        D:"06.Ambient Santity"=0.1
        D:"07.Effect Temperature"=0.0
        D:"08.Effect Air Quality"=0.0
        D:"09.Effect Sanity"=0.0
        D:"10.Effect Hydration"=0.0
        D:"11.Effect Temperature Cap"=37.0
        I:"12.CamelPack Fill Amount"=0
        S:"13.CamelPack Return Item"=
        I:"14.CamelPack Return Meta"=0
    }

    tile_carrots {
        S:01.Name=minecraft:carrots
        I:02.Damage=-1
        B:"03.Enable Ambient Temperature"=false
        D:"04.Ambient Temperature"=0.0
        D:"05.Ambient Air Quality"=0.025
        D:"06.Ambient Santity"=0.1
        D:"07.Effect Temperature"=0.0
        D:"08.Effect Air Quality"=0.0
        D:"09.Effect Sanity"=0.0
        D:"10.Effect Hydration"=0.0
        D:"11.Effect Temperature Cap"=37.0
        I:"12.CamelPack Fill Amount"=0
        S:"13.CamelPack Return Item"=
        I:"14.CamelPack Return Meta"=0
    }

    tile_potatoes {
        S:01.Name=minecraft:potatoes
        I:02.Damage=-1
        B:"03.Enable Ambient Temperature"=false
        D:"04.Ambient Temperature"=0.0
        D:"05.Ambient Air Quality"=0.025
        D:"06.Ambient Santity"=0.1
        D:"07.Effect Temperature"=0.0
        D:"08.Effect Air Quality"=0.0
        D:"09.Effect Sanity"=0.0
        D:"10.Effect Hydration"=0.0
        D:"11.Effect Temperature Cap"=37.0
        I:"12.CamelPack Fill Amount"=0
        S:"13.CamelPack Return Item"=
        I:"14.CamelPack Return Meta"=0
    }

    tile_hayBlock {
        S:01.Name=minecraft:hay_block
        I:02.Damage=-1
        B:"03.Enable Ambient Temperature"=false
        D:"04.Ambient Temperature"=0.0
        D:"05.Ambient Air Quality"=0.025
        D:"06.Ambient Santity"=0.1
        D:"07.Effect Temperature"=0.0
        D:"08.Effect Air Quality"=0.0
        D:"09.Effect Sanity"=0.0
        D:"10.Effect Hydration"=0.0
        D:"11.Effect Temperature Cap"=37.0
        I:"12.CamelPack Fill Amount"=0
        S:"13.CamelPack Return Item"=
        I:"14.CamelPack Return Meta"=0
    }

    tile_icePacked {
        S:01.Name=minecraft:packed_ice
        I:02.Damage=-1
        B:"03.Enable Ambient Temperature"=true
        D:"04.Ambient Temperature"=-0.5
        D:"05.Ambient Air Quality"=0.0
        D:"06.Ambient Santity"=0.0
        D:"07.Effect Temperature"=0.0
        D:"08.Effect Air Quality"=0.0
        D:"09.Effect Sanity"=0.0
        D:"10.Effect Hydration"=0.0
        D:"11.Effect Temperature Cap"=37.0
        I:"12.CamelPack Fill Amount"=0
        S:"13.CamelPack Return Item"=
        I:"14.CamelPack Return Meta"=0
    }

    tile_doublePlant {
        S:01.Name=minecraft:double_plant
        I:02.Damage=-1
        B:"03.Enable Ambient Temperature"=false
        D:"04.Ambient Temperature"=0.0
        D:"05.Ambient Air Quality"=0.025
        D:"06.Ambient Santity"=0.1
        D:"07.Effect Temperature"=0.0
        D:"08.Effect Air Quality"=0.0
        D:"09.Effect Sanity"=0.0
        D:"10.Effect Hydration"=0.0
        D:"11.Effect Temperature Cap"=37.0
        I:"12.CamelPack Fill Amount"=0
        S:"13.CamelPack Return Item"=
        I:"14.CamelPack Return Meta"=0
    }

    item_apple {
        S:01.Name=minecraft:apple
        I:02.Damage=-1
        B:"03.Enable Ambient Temperature"=false
        D:"04.Ambient Temperature"=0.0
        D:"05.Ambient Air Quality"=0.0
        D:"06.Ambient Santity"=0.0
        D:"07.Effect Temperature"=-0.025
        D:"08.Effect Air Quality"=0.0
        D:"09.Effect Sanity"=0.0
        D:"10.Effect Hydration"=5.0
        D:"11.Effect Temperature Cap"=37.0
        I:"12.CamelPack Fill Amount"=0
        S:"13.CamelPack Return Item"=
        I:"14.CamelPack Return Meta"=0
    }

    item_bucketLava {
        S:01.Name=minecraft:lava_bucket
        I:02.Damage=-1
        B:"03.Enable Ambient Temperature"=true
        D:"04.Ambient Temperature"=100.0
        D:"05.Ambient Air Quality"=0.0
        D:"06.Ambient Santity"=0.0
        D:"07.Effect Temperature"=0.0
        D:"08.Effect Air Quality"=0.0
        D:"09.Effect Sanity"=0.0
        D:"10.Effect Hydration"=0.0
        D:"11.Effect Temperature Cap"=37.0
        I:"12.CamelPack Fill Amount"=0
        S:"13.CamelPack Return Item"=
        I:"14.CamelPack Return Meta"=0
    }

    item_melon {
        S:01.Name=minecraft:melon
        I:02.Damage=-1
        B:"03.Enable Ambient Temperature"=false
        D:"04.Ambient Temperature"=0.0
        D:"05.Ambient Air Quality"=0.0
        D:"06.Ambient Santity"=0.0
        D:"07.Effect Temperature"=-0.025
        D:"08.Effect Air Quality"=0.0
        D:"09.Effect Sanity"=0.0
        D:"10.Effect Hydration"=5.0
        D:"11.Effect Temperature Cap"=37.0
        I:"12.CamelPack Fill Amount"=0
        S:"13.CamelPack Return Item"=
        I:"14.CamelPack Return Meta"=0
    }

    item_potion {
        S:01.Name=minecraft:potion
        I:02.Damage=-1
        B:"03.Enable Ambient Temperature"=false
        D:"04.Ambient Temperature"=0.0
        D:"05.Ambient Air Quality"=0.0
        D:"06.Ambient Santity"=0.0
        D:"07.Effect Temperature"=-0.1
        D:"08.Effect Air Quality"=0.0
        D:"09.Effect Sanity"=0.0
        D:"10.Effect Hydration"=25.0
        D:"11.Effect Temperature Cap"=37.0
        I:"12.CamelPack Fill Amount"=0
        S:"13.CamelPack Return Item"=
        I:"14.CamelPack Return Meta"=0
    }

    "item_potion_(water)" {
        S:01.Name=minecraft:potion
        I:02.Damage=0
        B:"03.Enable Ambient Temperature"=false
        D:"04.Ambient Temperature"=0.0
        D:"05.Ambient Air Quality"=0.0
        D:"06.Ambient Santity"=0.0
        D:"07.Effect Temperature"=-0.1
        D:"08.Effect Air Quality"=0.0
        D:"09.Effect Sanity"=0.0
        D:"10.Effect Hydration"=25.0
        D:"11.Effect Temperature Cap"=37.0
        I:"12.CamelPack Fill Amount"=25
        S:"13.CamelPack Return Item"=minecraft:glass_bottle
        I:"14.CamelPack Return Meta"=0
    }

    item_glassBottle {
        S:01.Name=minecraft:glass_bottle
        I:02.Damage=-1
        B:"03.Enable Ambient Temperature"=false
        D:"04.Ambient Temperature"=37.0
        D:"05.Ambient Air Quality"=0.0
        D:"06.Ambient Santity"=0.0
        D:"07.Effect Temperature"=0.0
        D:"08.Effect Air Quality"=0.0
        D:"09.Effect Sanity"=0.0
        D:"10.Effect Hydration"=0.0
        D:"11.Effect Temperature Cap"=37.0
        I:"12.CamelPack Fill Amount"=-25
        S:"13.CamelPack Return Item"=minecraft:potion
        I:"14.CamelPack Return Meta"=0
    }

    item_carrots {
        S:01.Name=minecraft:carrot
        I:02.Damage=-1
        B:"03.Enable Ambient Temperature"=false
        D:"04.Ambient Temperature"=0.0
        D:"05.Ambient Air Quality"=0.0
        D:"06.Ambient Santity"=0.0
        D:"07.Effect Temperature"=-0.025
        D:"08.Effect Air Quality"=0.0
        D:"09.Effect Sanity"=0.0
        D:"10.Effect Hydration"=5.0
        D:"11.Effect Temperature Cap"=37.0
        I:"12.CamelPack Fill Amount"=0
        S:"13.CamelPack Return Item"=
        I:"14.CamelPack Return Meta"=0
    }

    item_skull {
        S:01.Name=minecraft:skull
        I:02.Damage=-1
        B:"03.Enable Ambient Temperature"=false
        D:"04.Ambient Temperature"=0.0
        D:"05.Ambient Air Quality"=0.0
        D:"06.Ambient Santity"=-1.0
        D:"07.Effect Temperature"=0.0
        D:"08.Effect Air Quality"=0.0
        D:"09.Effect Sanity"=0.0
        D:"10.Effect Hydration"=0.0
        D:"11.Effect Temperature Cap"=37.0
        I:"12.CamelPack Fill Amount"=0
        S:"13.CamelPack Return Item"=
        I:"14.CamelPack Return Meta"=0
    }

}


##########################################################################################################
# spoiling
#--------------------------------------------------------------------------------------------------------#
# Set the properties of spoliable items
##########################################################################################################

spoiling {

    item_apple {
        S:01.ID=minecraft:apple
        I:02.Damage=-1

        # Set blank to rot into nothing
        S:"03.Rotten ID"=enviromine:rottenFood
        I:"04.Rotten Damage"=0

        # Set this to -1 to disable rotting on this item
        I:"05.Days To Rot"=7
    }

    item_mushroomStew {
        S:01.ID=minecraft:mushroom_stew
        I:02.Damage=-1

        # Set blank to rot into nothing
        S:"03.Rotten ID"=enviromine:rottenFood
        I:"04.Rotten Damage"=0

        # Set this to -1 to disable rotting on this item
        I:"05.Days To Rot"=7
    }

    item_bread {
        S:01.ID=minecraft:bread
        I:02.Damage=-1

        # Set blank to rot into nothing
        S:"03.Rotten ID"=enviromine:rottenFood
        I:"04.Rotten Damage"=0

        # Set this to -1 to disable rotting on this item
        I:"05.Days To Rot"=7
    }

    item_porkchopRaw {
        S:01.ID=minecraft:porkchop
        I:02.Damage=-1

        # Set blank to rot into nothing
        S:"03.Rotten ID"=minecraft:rotten_flesh
        I:"04.Rotten Damage"=0

        # Set this to -1 to disable rotting on this item
        I:"05.Days To Rot"=7
    }

    item_porkchopCooked {
        S:01.ID=minecraft:cooked_porkchop
        I:02.Damage=-1

        # Set blank to rot into nothing
        S:"03.Rotten ID"=minecraft:rotten_flesh
        I:"04.Rotten Damage"=0

        # Set this to -1 to disable rotting on this item
        I:"05.Days To Rot"=7
    }

    item_appleGold {
        S:01.ID=minecraft:golden_apple
        I:02.Damage=-1

        # Set blank to rot into nothing
        S:"03.Rotten ID"=enviromine:rottenFood
        I:"04.Rotten Damage"=0

        # Set this to -1 to disable rotting on this item
        I:"05.Days To Rot"=7
    }

    item_mfr_bucket_milk {
        S:01.ID=minecraft:milk_bucket
        I:02.Damage=-1

        # Set blank to rot into nothing
        S:"03.Rotten ID"=enviromine:spoiledMilk
        I:"04.Rotten Damage"=0

        # Set this to -1 to disable rotting on this item
        I:"05.Days To Rot"=7
    }

    item_fish {
        S:01.ID=minecraft:fish
        I:02.Damage=-1

        # Set blank to rot into nothing
        S:"03.Rotten ID"=minecraft:rotten_flesh
        I:"04.Rotten Damage"=0

        # Set this to -1 to disable rotting on this item
        I:"05.Days To Rot"=7
    }

    item_cookie {
        S:01.ID=minecraft:cookie
        I:02.Damage=-1

        # Set blank to rot into nothing
        S:"03.Rotten ID"=enviromine:rottenFood
        I:"04.Rotten Damage"=0

        # Set this to -1 to disable rotting on this item
        I:"05.Days To Rot"=7
    }

    item_melon {
        S:01.ID=minecraft:melon
        I:02.Damage=-1

        # Set blank to rot into nothing
        S:"03.Rotten ID"=enviromine:rottenFood
        I:"04.Rotten Damage"=0

        # Set this to -1 to disable rotting on this item
        I:"05.Days To Rot"=7
    }

    item_beefRaw {
        S:01.ID=minecraft:beef
        I:02.Damage=-1

        # Set blank to rot into nothing
        S:"03.Rotten ID"=minecraft:rotten_flesh
        I:"04.Rotten Damage"=0

        # Set this to -1 to disable rotting on this item
        I:"05.Days To Rot"=7
    }

    item_beefCooked {
        S:01.ID=minecraft:cooked_beef
        I:02.Damage=-1

        # Set blank to rot into nothing
        S:"03.Rotten ID"=minecraft:rotten_flesh
        I:"04.Rotten Damage"=0

        # Set this to -1 to disable rotting on this item
        I:"05.Days To Rot"=7
    }

    item_chickenRaw {
        S:01.ID=minecraft:chicken
        I:02.Damage=-1

        # Set blank to rot into nothing
        S:"03.Rotten ID"=minecraft:rotten_flesh
        I:"04.Rotten Damage"=0

        # Set this to -1 to disable rotting on this item
        I:"05.Days To Rot"=7
    }

    item_chickenCooked {
        S:01.ID=minecraft:cooked_chicken
        I:02.Damage=-1

        # Set blank to rot into nothing
        S:"03.Rotten ID"=minecraft:rotten_flesh
        I:"04.Rotten Damage"=0

        # Set this to -1 to disable rotting on this item
        I:"05.Days To Rot"=7
    }

    item_rottenFlesh {
        S:01.ID=minecraft:rotten_flesh
        I:02.Damage=-1

        # Set blank to rot into nothing
        S:"03.Rotten ID"=
        I:"04.Rotten Damage"=0

        # Set this to -1 to disable rotting on this item
        I:"05.Days To Rot"=-1
    }

    item_spiderEye {
        S:01.ID=minecraft:spider_eye
        I:02.Damage=-1

        # Set blank to rot into nothing
        S:"03.Rotten ID"=minecraft:fermented_spider_eye
        I:"04.Rotten Damage"=0

        # Set this to -1 to disable rotting on this item
        I:"05.Days To Rot"=7
    }

    item_fermentedSpiderEye {
        S:01.ID=minecraft:fermented_spider_eye
        I:02.Damage=-1

        # Set blank to rot into nothing
        S:"03.Rotten ID"=minecraft:rotten_flesh
        I:"04.Rotten Damage"=0

        # Set this to -1 to disable rotting on this item
        I:"05.Days To Rot"=7
    }

    item_carrots {
        S:01.ID=minecraft:carrot
        I:02.Damage=-1

        # Set blank to rot into nothing
        S:"03.Rotten ID"=enviromine:rottenFood
        I:"04.Rotten Damage"=0

        # Set this to -1 to disable rotting on this item
        I:"05.Days To Rot"=7
    }

    item_potato {
        S:01.ID=minecraft:potato
        I:02.Damage=-1

        # Set blank to rot into nothing
        S:"03.Rotten ID"=enviromine:rottenFood
        I:"04.Rotten Damage"=0

        # Set this to -1 to disable rotting on this item
        I:"05.Days To Rot"=7
    }

    item_potatoBaked {
        S:01.ID=minecraft:baked_potato
        I:02.Damage=-1

        # Set blank to rot into nothing
        S:"03.Rotten ID"=enviromine:rottenFood
        I:"04.Rotten Damage"=0

        # Set this to -1 to disable rotting on this item
        I:"05.Days To Rot"=7
    }

    item_potatoPoisonous {
        S:01.ID=minecraft:poisonous_potato
        I:02.Damage=-1

        # Set blank to rot into nothing
        S:"03.Rotten ID"=enviromine:rottenFood
        I:"04.Rotten Damage"=0

        # Set this to -1 to disable rotting on this item
        I:"05.Days To Rot"=7
    }

    item_carrotGolden {
        S:01.ID=minecraft:golden_carrot
        I:02.Damage=-1

        # Set blank to rot into nothing
        S:"03.Rotten ID"=enviromine:rottenFood
        I:"04.Rotten Damage"=0

        # Set this to -1 to disable rotting on this item
        I:"05.Days To Rot"=7
    }

    item_pumpkinPie {
        S:01.ID=minecraft:pumpkin_pie
        I:02.Damage=-1

        # Set blank to rot into nothing
        S:"03.Rotten ID"=enviromine:rottenFood
        I:"04.Rotten Damage"=0

        # Set this to -1 to disable rotting on this item
        I:"05.Days To Rot"=7
    }

}


END: "/config/enviromine/CustomProperties/minecraft.cfg"

START: "/config/enviromine/CustomProperties/mountainmobs.cfg"
END: "/config/enviromine/CustomProperties/mountainmobs.cfg"

START: "/config/enviromine/CustomProperties/plainsmobs.cfg"
END: "/config/enviromine/CustomProperties/plainsmobs.cfg"

START: "/config/enviromine/CustomProperties/saltwatermobs.cfg"
END: "/config/enviromine/CustomProperties/saltwatermobs.cfg"

START: "/config/enviromine/CustomProperties/shadowmobs.cfg"
END: "/config/enviromine/CustomProperties/shadowmobs.cfg"

START: "/config/enviromine/CustomProperties/swampmobs.cfg"
END: "/config/enviromine/CustomProperties/swampmobs.cfg"

START: "/config/enviromine/CustomProperties/unknown.cfg"
##########################################################################################################
# biomes
#--------------------------------------------------------------------------------------------------------#
# Manually change the environmental properties of each biome
##########################################################################################################

biomes {

    Sky {
        I:"01.Biome ID"=9
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=17.22075445642904
        D:"05.Temp Rate"=0.005
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.05
        D:"08.Air Quality Rate"=0.0
    }

    FrozenOcean {
        I:"01.Biome ID"=10
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=salty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=0.0
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    FrozenRiver {
        I:"01.Biome ID"=11
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=cold

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=0.0
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Ice Mountains" {
        I:"01.Biome ID"=13
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=cold

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=0.0
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    Beach {
        I:"01.Biome ID"=16
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=salty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=26.45033635316129
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Deep Ocean" {
        I:"01.Biome ID"=24
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=salty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=17.22075445642904
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Stone Beach" {
        I:"01.Biome ID"=25
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=salty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=7.0395509268103895
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Cold Beach" {
        I:"01.Biome ID"=26
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=salty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=1.7666917091580874
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Mega Taiga" {
        I:"01.Biome ID"=32
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=cold

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=10.50504210183448
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Mega Taiga Hills" {
        I:"01.Biome ID"=33
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=cold

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=10.50504210183448
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Extreme Hills+" {
        I:"01.Biome ID"=34
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=7.0395509268103895
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Sunflower Plains" {
        I:"01.Biome ID"=129
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=26.45033635316129
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Desert M" {
        I:"01.Biome ID"=130
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=45.0
        D:"05.Temp Rate"=0.005
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.05
        D:"08.Air Quality Rate"=0.0
    }

    "Extreme Hills M" {
        I:"01.Biome ID"=131
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=7.0395509268103895
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Flower Forest" {
        I:"01.Biome ID"=132
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=23.512435412217695
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Taiga M" {
        I:"01.Biome ID"=133
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=8.779064490725771
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Swampland M" {
        I:"01.Biome ID"=134
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=dirty

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=26.45033635316129
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Ice Plains Spikes" {
        I:"01.Biome ID"=140
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=cold

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=0.0
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Jungle M" {
        I:"01.Biome ID"=149
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=30.546033548982376
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "JungleEdge M" {
        I:"01.Biome ID"=151
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=30.546033548982376
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Birch Forest M" {
        I:"01.Biome ID"=155
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=20.429573823032417
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Birch Forest Hills M" {
        I:"01.Biome ID"=156
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=20.429573823032417
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Roofed Forest M" {
        I:"01.Biome ID"=157
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=23.512435412217695
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Cold Taiga M" {
        I:"01.Biome ID"=158
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=cold

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=5.740251485476347
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Mega Spruce Taiga" {
        I:"01.Biome ID"=160
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=8.779064490725771
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Extreme Hills+ M" {
        I:"01.Biome ID"=162
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=7.0395509268103895
        D:"05.Temp Rate"=0.0
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.0
        D:"08.Air Quality Rate"=0.0
    }

    "Savanna M" {
        I:"01.Biome ID"=163
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=34.218268452001396
        D:"05.Temp Rate"=0.005
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.05
        D:"08.Air Quality Rate"=0.0
    }

    "Savanna Plateau M" {
        I:"01.Biome ID"=164
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=31.819805153394636
        D:"05.Temp Rate"=0.005
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.05
        D:"08.Air Quality Rate"=0.0
    }

    "Mesa (Bryce)" {
        I:"01.Biome ID"=165
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=45.0
        D:"05.Temp Rate"=0.005
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.05
        D:"08.Air Quality Rate"=0.0
    }

    "Mesa Plateau F M" {
        I:"01.Biome ID"=166
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=45.0
        D:"05.Temp Rate"=0.005
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.05
        D:"08.Air Quality Rate"=0.0
    }

    "Mesa Plateau M" {
        I:"01.Biome ID"=167
        B:"02.Allow Config Override"=false

        # Water Quality: dirty, salty, cold, clean
        S:"03.Water Quality"=clean

        # Biome temperature in celsius (Player body temp is offset by + 12C)
        D:"04.Ambient Temperature"=45.0
        D:"05.Temp Rate"=0.005
        D:"06.Sanity Rate"=0.0
        D:"07.Dehydrate Rate"=0.05
        D:"08.Air Quality Rate"=0.0
    }

}


END: "/config/enviromine/CustomProperties/unknown.cfg"

START: "/config/enviromine/CustomProperties/wildcaves3.cfg"
END: "/config/enviromine/CustomProperties/wildcaves3.cfg"

START: "/config/enviromine/EnviroMine.cfg"
Config {
    # [DISABLED][WIP] Temporarily overrides client configurations with the server's (NETWORK INTESIVE!)
    B:"Client Config Override (SMP)"=false

    # Will attempt to find and generate blank configs for any custom items/blocks/etc loaded before EnviroMine. Pack developers are highly encouraged to enable this! (Resets back to false after use)
    B:"Generate Blank Configs"=false

    # Generates EnviroMines initial default files
    B:"Generate Defaults"=false
}


Earthquakes {
    B:"Enable Earthquakes"=true

    # Changes how quakes are created (-1 = random, 0 = wave normal, 1 = centre normal, 2 = centre tear, 3 = wave tear)
    I:Mode=2
    I:Rarity=100

    # How many layers of rock it can eat through at a time
    I:Speed=2
    I:"Tick delay"=10

    # Can cause major lag at times (Requires main physics to be enabled)
    B:"Triggers Physics"=true
}


"Easter Eggs" {
    # Chance the (extremely rare) grue in the cave dimension will attack in the dark (ignored on Halloween or Friday 13th) [range: 0.0 ~ 1.0, default: 1.0E-6]
    S:"Cave Dimension Grue"=1.0E-6
}


Gases {
    # Disables all gases and slowly deletes existing pockets
    B:"Disable Gases"=false

    # How many gases can be processed in a single pass per chunk (-1 = infinite)
    I:"Gas Pass Limit"=2048

    # How many ticks between gas updates. Gas fires are 1/4 of this.
    I:"Gas Tick Rate"=256

    # Whether to render gases not normally visible
    B:"Render normal gas"=false

    # Normal gases will move extremely slowly and reduce TPS lag
    B:"Slow Gases"=false

    # Whether gases should spread like water (faster) or even out as much as possible (realistic)
    B:"Water like spreading"=true
}


Physics {
    # How long until individual chunk's physics starts after loading (DO NOT SET TOO LOW)
    I:"Chunk Physics Delay"=500

    # This will change maximum number of blocks that can be updated with physics at a time. - 1 = Unlimited
    I:"Consecutive Physics Update Cap"=128
    S:"Default Stability Type (BlockIDs > 175)"=loose

    # Setting Large Ice Cracking to true can cause Massive Lag
    B:"Large Ice Cracking"=false

    # The number of ticks between physics update passes (must be 6 or more)
    I:"Physics Interval"=6

    # 0 = No action, 1 = Limit to < 100 per 8x8 block area, 2 = Delete excessive entities & Dump physics (EMERGENCY ONLY)
    I:"Physics entity fail safe level"=1
    B:"Stone Cracks Before Falling"=true

    # How long after world start until the physics system kicks in (DO NOT SET TOO LOW)
    I:"World Start Delay"=1000
}


Potions {
    I:Dehydration=30
    I:Frostbite=29
    I:"Heat Stroke"=28
    I:Hypothermia=27
    I:Insanity=33
}


"Speed Multipliers" {
    D:AirQuality=1.0
    D:BodyTemp=1.0
    D:Hydration=1.0
    D:Sanity=1.0
}


"World Generation" {
    # Generates massive abandoned mineshafts (size doesn't cause lag)
    B:"Enable New Abandoned Mineshafts"=true

    # Generates mineshafts in villages
    B:"Enable Village MineShafts"=true
    B:"Generate Gases"=true
}


general {
    # True/False to turn Enviromine Trackers for Sanity, Air Quality, Hydration, and Body Temperature.
    B:"Allow Air Quality"=true
    B:"Allow Body Temperature"=true
    B:"Allow Hydration"=true
    B:"Allow Sanity"=true
    B:"Blindness instead of Nausea"=false
    B:"Check For Updates"=true
    I:"Default spoil time (days)"=7

    # Turn physics On/Off
    B:"Enable Physics"=true
    B:"Enable Physics Landslide"=true
    B:"Enable food spoiling"=true
    B:"Enable villager assistance"=true
    B:"Finite Water"=false
    B:"Keep statuses on death"=false

    # Render 3d gear worn on player. Must reload game to take effect
    B:"Render Gear"=true
    B:"Torches burn"=true
    B:"Torches go out"=true

    # Track enviromine properties on Non-player entities(mobs & animals)
    B:"Track NonPlayer entities"=false
}


END: "/config/enviromine/EnviroMine.cfg"

START: "/config/enviromine/StabilityTypes.cfg"
##########################################################################################################
# stability
#--------------------------------------------------------------------------------------------------------#
# Custom stability types for block physics
##########################################################################################################

stability {

    sand-like {
        B:"01.Enable Physics"=true
        I:"02.Max Support Distance"=0
        I:"03.Min Missing Blocks To Fall"=-1
        I:"04.Max Missing Blocks To Fall"=-1
        B:"05.Can Hang"=false
        B:"06.Holds Others Up"=false
    }

    loose {
        B:"01.Enable Physics"=true
        I:"02.Max Support Distance"=1
        I:"03.Min Missing Blocks To Fall"=10
        I:"04.Max Missing Blocks To Fall"=15
        B:"05.Can Hang"=false
        B:"06.Holds Others Up"=false
    }

    average {
        B:"01.Enable Physics"=true
        I:"02.Max Support Distance"=2
        I:"03.Min Missing Blocks To Fall"=15
        I:"04.Max Missing Blocks To Fall"=22
        B:"05.Can Hang"=true
        B:"06.Holds Others Up"=false
    }

    strong {
        B:"01.Enable Physics"=true
        I:"02.Max Support Distance"=3
        I:"03.Min Missing Blocks To Fall"=22
        I:"04.Max Missing Blocks To Fall"=25
        B:"05.Can Hang"=true
        B:"06.Holds Others Up"=false
    }

    none {
        B:"01.Enable Physics"=false
        I:"02.Max Support Distance"=3
        I:"03.Min Missing Blocks To Fall"=0
        I:"04.Max Missing Blocks To Fall"=0
        B:"05.Can Hang"=true
        B:"06.Holds Others Up"=false
    }

    glowstone {
        B:"01.Enable Physics"=false
        I:"02.Max Support Distance"=3
        I:"03.Min Missing Blocks To Fall"=0
        I:"04.Max Missing Blocks To Fall"=0
        B:"05.Can Hang"=true
        B:"06.Holds Others Up"=true
    }

}


END: "/config/enviromine/StabilityTypes.cfg"

START: "/config/forgeChunkLoading.cfg"
##########################################################################################################
# Forge
#--------------------------------------------------------------------------------------------------------#
# Sample mod specific control section.
# Copy this section and rename the with the modid for the mod you wish to override.
# A value of zero in either entry effectively disables any chunkloading capabilities
# for that mod
##########################################################################################################

Forge {
    # Maximum chunks per ticket for the mod.
    I:maximumChunksPerTicket=25

    # Maximum ticket count for the mod. Zero disables chunkloading capabilities.
    I:maximumTicketCount=200
}


##########################################################################################################
# defaults
#--------------------------------------------------------------------------------------------------------#
# Default configuration for forge chunk loading control
##########################################################################################################

defaults {
    # Are mod overrides enabled?
    B:enabled=true

    # The default maximum number of chunks a mod can force, per ticket, 
    # for a mod without an override. This is the maximum number of chunks a single ticket can force.
    I:maximumChunksPerTicket=25

    # The default maximum ticket count for a mod which does not have an override
    # in this file. This is the number of chunk loading requests a mod is allowed to make.
    I:maximumTicketCount=200

    # The number of tickets a player can be assigned instead of a mod. This is shared across all mods and it is up to the mods to use it.
    I:playerTicketCount=500

    # Unloaded chunks can first be kept in a dormant cache for quicker
    # loading times. Specify the size (in chunks) of that cache here
    I:dormantChunkCacheSize=0
}


END: "/config/forgeChunkLoading.cfg"

START: "/config/harvestcraft.cfg"
beekeeping {
    I:beehiveRarity=5
    B:enablebeehiveGeneration=true
}


candles {
    D:candlelightLevel=0.9375
    I:candlerecipeAmount=4
}


crops {
    I:cropfoodRestore=1
    D:cropsaturationRestore=0.6000000238418579
    B:cropsdropSeeds=false
    D:mealsaturation=1.2000000476837158
    D:meatymealsaturation=1.600000023841858
    B:rightclickharvestCrop=true
    B:rightclickmatureshowcropHearts=false
    D:snacksaturation=0.6000000238418579
}


dimensions {
    B:enableAroma1997sdimensionalworldfruittreeGen=false
    B:enableAroma1997sdimensionalworldgardenGen=false
    B:enabletwilightforestfruittreeGen=false
    B:enabletwilightforestgardenGen=false
}


"fruit trees" {
    B:almondtreeGeneration=true
    B:appletreeGeneration=true
    B:apricottreeGeneration=true
    B:avocadotreeGeneration=true
    B:bananatreeGeneration=true
    B:cashewtreeGeneration=true
    B:cherrytreeGeneration=true
    B:chestnuttreeGeneration=true
    B:cinnamontreeGeneration=true
    B:coconuttreeGeneration=true
    I:coniferousfruittreeRarity=15
    B:datetreeGeneration=true
    B:dragonfruittreeGeneration=true
    B:duriantreeGeneration=true
    B:figtreeGeneration=true
    B:grapefruittreeGeneration=true
    B:lemontreeGeneration=true
    B:limetreeGeneration=true
    B:mangotreeGeneration=true
    B:mapletreeGeneration=true
    B:nutmegtreeGeneration=true
    B:olivetreeGeneration=true
    B:orangetreeGeneration=true
    B:papayatreeGeneration=true
    B:paperbarktreeGeneration=true
    B:peachtreeGeneration=true
    B:peartreeGeneration=true
    B:pecantreeGeneration=true
    B:peppercorntreeGeneration=true
    B:persimmontreeGeneration=true
    B:pistachiotreeGeneration=true
    B:plumtreeGeneration=true
    B:pomegranatetreeGeneration=true
    B:rightclickharvestFruit=true
    B:rightclickmatureshowfruitHearts=false
    B:starfruittreeGeneration=true
    I:temperatefruittreeRarity=15
    I:tropicalfruittreeRarity=10
    B:vanillabeantreeGeneration=true
    B:walnuttreeGeneration=true
}


gardens {
    B:enableberrygardenGeneration=true
    B:enabledesertgardenGeneration=true
    B:enablegardenSpread=true
    B:enablegourdgardenGeneration=true
    B:enablegrassgardenGeneration=true
    B:enablegroundgardenGeneration=true
    B:enableherbgardenGeneration=true
    B:enableleafygardenGeneration=true
    B:enablemushroomgardenGeneration=true
    B:enablestalkgardenGeneration=true
    B:enabletextilegardenGeneration=true
    B:enabletropicalgardenGeneration=true
    B:enablewatergardenGeneration=true
    I:gardenRarity=2
    I:gardendropAmount=3
    B:gardensdropSeeds=false
    I:gardenspreadRate=100
}


general {
    B:sheepdropMutton=true
    B:squiddropCalamari=true
}


"market currency" {
    # Assign market currency as follows 0:Emerald, 1:Diamond, 2:Gold Ingot, 3:Gold Nugget, 4:Iron Ingot
    S:ignore=ignore

    # Assign market currency as follows 5:Wheat Seeds (seeds), 5:Oak Sapling (temperate fruit tree), 5:Jungle Sapling (tropical fruit tree), 5:Spruce Sapling (coniferous fruit tree), 5:Egg (animals)
    S:ignore2=ignore

    # Assign market currency as follows 6:Apple (temperate/tropical fruit tree), 7:Cocoa Beans (tropical fruit tree)
    S:ignore3=ignore
    I:marketcurrencyBonemeal=0
    I:marketcurrencyChicken=0
    I:marketcurrencyCow=0
    I:marketcurrencyHorse=0
    I:marketcurrencyPig=0
    I:marketcurrencySeeds=0
    I:marketcurrencySheep=0
    I:marketcurrencyconiferousSaplings=0
    I:marketcurrencytemperateSaplings=0
    I:marketcurrencytropicalSaplings=0
}


"market prices" {
    I:marketbonemealPrice=3
    I:marketchickenPrice=3
    I:marketcowPrice=9
    I:markethorsePrice=12
    I:marketpigPrice=6
    I:marketsaplingPrice=3
    I:marketseedPrice=1
    I:marketsheepPrice=6
}


"market sales" {
    B:marketsellBonemeal=true
    B:marketsellChicken=true
    B:marketsellCow=true
    B:marketsellHorse=true
    B:marketsellPig=true
    B:marketsellSeeds=true
    B:marketsellSheep=true
    B:marketsellconiferousSaplings=true
    B:marketselltemperateSaplings=true
    B:marketselltropicalSaplings=true
}


"miscellaneous recipes" {
    B:enablecroptoseedRecipe=true
    B:enablesaltfromwaterbucketrecipe=true
    B:enabletofuasmeatinRecipes=true
    B:enabletofuasmilkinRecipes=true
    I:freshmilkfrombucket=4
    I:freshwaterfrombucket=4
    I:marketblockrecipeItem=0
}


salt {
    B:enablesaltGeneration=true
    I:saltRarity=30
}


seeds {
    B:artichokeseeddropfromgrass=false
    B:asparagusseeddropfromgrass=false
    B:bambooshootseeddropfromgrass=false
    B:barleyseeddropfromgrass=false
    B:beanseeddropfromgrass=false
    B:beetseeddropfromgrass=false
    B:bellpepperseeddropfromgrass=false
    B:blackberryseeddropfromgrass=false
    B:blueberryseeddropfromgrass=false
    B:broccoliseeddropfromgrass=false
    B:brusselsproutseeddropfromgrass=false
    B:cabbageseeddropfromgrass=false
    B:cactusfruitseeddropfromgrass=false
    B:candleberryseeddropfromgrass=false
    B:cantaloupeseeddropfromgrass=false
    B:cauliflowerseeddropfromgrass=false
    B:celeryseeddropfromgrass=false
    B:chilipepperseeddropfromgrass=false
    B:coffeeseeddropfromgrass=false
    B:cornseeddropfromgrass=false
    B:cottonseeddropfromgrass=false
    B:cranberryseeddropfromgrass=false
    B:cucumberseeddropfromgrass=false
    B:eggplantseeddropfromgrass=false
    B:garlicseeddropfromgrass=false
    B:gingerseeddropfromgrass=false
    B:grapeseeddropfromgrass=false
    B:kiwiseeddropfromgrass=false
    B:leekseeddropfromgrass=false
    B:lettuceseeddropfromgrass=false
    B:mustardseeddropfromgrass=false
    B:oatsseeddropfromgrass=false
    B:okraseeddropfromgrass=false
    B:onionseeddropfromgrass=false
    B:parsnipseeddropfromgrass=false
    B:peanutseeddropfromgrass=false
    B:peasseeddropfromgrass=false
    B:pineappleseeddropfromgrass=false
    B:radishseeddropfromgrass=false
    B:raspberryseeddropfromgrass=false
    B:rhubarbseeddropfromgrass=false
    B:riceseeddropfromgrass=false
    B:rutabagaseeddropfromgrass=false
    B:ryeseeddropfromgrass=false
    B:scallionseeddropfromgrass=false
    B:seaweedseeddropfromgrass=false
    I:seedrarity=1
    B:soybeanseeddropfromgrass=false
    B:spiceleafseeddropfromgrass=false
    B:spinachseeddropfromgrass=false
    B:strawberryseeddropfromgrass=false
    B:sunflowerseeddropfromgrass=false
    B:sweetpotatoseeddropfromgrass=false
    B:teaseeddropfromgrass=false
    B:tomatoseeddropfromgrass=false
    B:turnipseeddropfromgrass=false
    B:whitemushroomseeddropfromgrass=false
    B:wintersquashseeddropfromgrass=false
    B:zucchiniseeddropfromgrass=false
}


END: "/config/harvestcraft.cfg"

START: "/config/hqm/editmode.cfg"
general {
    # Only use this as a map maker who wants to create quests. Leaving this off allows you the play the existing quests.
    B:UseEditor=false
}


END: "/config/hqm/editmode.cfg"

START: "/config/hqm/hqmconfig.cfg"
general {
    # If set to true, new worlds will automatically activate Hardcore mode
    B:"Auto-start hardcore mode"=false

    # If set to true, new worlds will automatically activate Questing mode
    B:"Auto-start questing mode"=true

    # How many lives players should start with.
    I:"Default lives"=3

    # Use this to set the maximum lives obtainable (Max 255)
    I:MaxLives=20

    # Allow every single player in a party to claim the reward for a quest. Setting this to false will give the party one set of rewards to share.
    B:MultiReward=true

    # Display an interface with the contents of the reward bag when you open it.
    B:RewardInterface=true

    # Define in seconds how long the rot timer is.
    I:RotTime=120

    # Turn on/off the rot timer.
    B:RotTimer=false

    # If this is set to true, the server will send the quests to clients connecting to it.
    B:ServerSync=false

    # Use this if you want the book to spawn on create world
    B:SpawnBook=true
}


END: "/config/hqm/hqmconfig.cfg"

START: "/config/iChunUtil.cfg"
##########################################################################################################
# versioncheck
#--------------------------------------------------------------------------------------------------------#
# These configs are for the mod version update checker added by iChunUtil.
##########################################################################################################

versioncheck {
    # How often will you be notified of the update?(Client config)
    # 0 = Once you connect to server
    # 1 = Once a day
    # 2 = Only once until newer updates.
    # 3 = Never (This just hides notifications. The mod will still check for updates and print out to the console).
    # 
    # Min: 0
    # Max: 3
    I:versionNotificationFrequency=0

    # How will the CLIENT be notified of updates? (Servers will always have the update printed to the console. Singleplayer is yourself joining a self hosted server)
    # 0 = Notify of updates regardless of player status (op or not).
    # 1 = Notify only server ops of updates (Clientside only mod updates will still show)
    # 2 = Allow client to notify themselves of updates.
    # 
    # Min: 0
    # Max: 2
    I:versionNotificationTypes=1
}


##########################################################################################################
# versionsave
#--------------------------------------------------------------------------------------------------------#
# These are save info for the update checker. Don't change these unless you want to break stuff.
##########################################################################################################

versionsave {
    I:dayCheck=17
    S:lastCheck=
}


END: "/config/iChunUtil.cfg"

START: "/config/iChunUtil_KeyBinds.cfg"
END: "/config/iChunUtil_KeyBinds.cfg"

START: "/config/immibis.cfg"
chunkloader {

    playerQuotaOverride {
    }

}


general {
    B:autoAssign=false
    B:chunkloader.allowFuelPiping=false
    B:chunkloader.bypassForgeChunkLimits=true
    B:chunkloader.enableCrafting=true

    # comma-separated list of mod:item-name@meta=number-of-ticks or mod:item-name=number-of-ticks
    S:chunkloader.fuels=minecraft:netherrack=80,minecraft:coal@1=1200,minecraft:dirt=20,minecraft:ender_pearl=18000,minecraft:coal@0=12000,minecraft:glowstone_dust=2400,minecraft:nether_brick=200,minecraft:ender_eye=36000,minecraft:cobblestone=20,minecraft:magma_cream=18000,minecraft:redstone=1200,minecraft:stone=60
    B:chunkloader.hideOtherPlayersLoadersInF9=false

    # Maximum number of chunks loaded by each player. Use -2 for unlimited.
    I:chunkloader.maxChunksPerPlayer=-2

    # If true, chunkloaders placed by a player will only load chunks while that player is online.
    B:chunkloader.requireOnline=false
    B:chunkloader.useFuel=false

    # name of TPS command, without the slash. leave blank to disable.
    S:core.command.tps.name=tps

    # advanced setting: comma-separated list of classes to ignore when generating dynamic inheritance chains
    S:core.mictransformer.ignoredClasses=

    # Which power system should be used (for blocks that support this option). Possible values are: ic2 (IndustrialCraft 2's energy network), redstoneFlux (Thermal Expansion's power system, also used by BuildCraft and other mods), infinite (power is free)
    S:preferredEnergySystem=redstoneFlux
}


logging {
    # Name of a file to keep updated with a list of all active chunk loaders. Blank for none.
    S:chunkloader.listFileName=

    # Name of a file to log creation, deletion and editing of chunk loaders to. Blank for none.
    S:chunkloader.logFileName=
}


END: "/config/immibis.cfg"

START: "/config/infiniteinvo.cfg"
general {
    # How much the unlock cost while increase per slot [range: 0 ~ 2147483647, default: 2]
    I:"Cost Increase"=2

    # How many extra columns are displayed in the inventory screen [range: 0 ~ 9, default: 3]
    I:"Extra Columns"=3

    # How many extra rows are displayed in the inventory screen [range: 0 ~ 6, default: 3]
    I:"Extra Rows"=3

    # Hides the one-time update notifications [default: false]
    B:"Hide Updates"=false

    # A patch for Inventory Tweaks Shift + Space crash. Has some side effects! [default: false]
    B:"ITweaks Patch"=false

    # Maximum size of the player's inventory (not including hotbar). MUST BE IDENTICAL TO SERVERSIDE! [range: 0 ~ 2147483547, default: 54]
    I:"Max Invo Size"=54

    # How many slots are initially unlocked (Recommend to keep at least 27 slots for) [range: 0 ~ 2147483547, default: 0]
    I:"No. Start Unlocked"=0

    # Whether or not players will need to spend XP levels to unlock additional slots [default: false]
    B:"Pay to Unlock"=false

    # Whether players will keep their unlocked slots upon death [default: false]
    B:"Persistent Unlocks"=false

    # How many XP levels are required to unlock a slot [range: 1 ~ 2147483647, default: 10]
    I:"Unlock cost"=10

    # Unlock cost is in orbs instead of levels [default: false]
    B:"Use Orbs"=false
}


END: "/config/infiniteinvo.cfg"

START: "/config/portaltweak.cfg"
"Dimension Tweaks" {

    Overworld {
        I:"01.Dimension ID"=0
        D:"02.Health Mult"=1.0
        D:"03.Damage Mult"=1.0
        D:"04.Speed Mult"=1.0
        D:"05.Knockback Resistance Mult"=1.0
    }

}


Main {
    # This is the block that the user must right click to return to the overworld.
    S:"Escape Block"=ExtraUtilities:dark_portal

    # The metadata of the escape block
    I:"Escape Metadata"=0

    # The metadata/damage of the key item
    I:"Key Metadata"=1

    # Item that must be in the players hand for nether portal to work (set blank to disable)
    S:"Nether Key Item"=minecraft:ender_eye

    # Re-rolls the world seed (May cause generation issues. Use with caution) [default: true]
    B:"Re-roll Seed"=true

    # Prevents mobs spawning in the overworld (JTTC starting room) [default: true]
    B:"Safe Overworld"=true
}


END: "/config/portaltweak.cfg"

START: "/config/powercrystals/minefactoryreloaded/client.cfg"
general {
    # If true, RedNet color bands will always be bright.
    B:BrightRedNetColors=false

    # Set to true to disable RedNet cables switching to TESRs when they detect that they are updating too rapidly.
    B:DisableRedNetFramerateStabilization=false

    # Set to true to enable the RedNet GUI's colorblind mode.
    B:EnableColorblindMode=false

    # The maximum number of blocks the spyglass and ruler can look to find something. This calculation is performed only on the client side.
    I:SpyglassRange=200
}


END: "/config/powercrystals/minefactoryreloaded/client.cfg"

START: "/config/powercrystals/minefactoryreloaded/common.cfg"
Entity {
    # If true, using a portaspawner on an empty minecart will make it into a spawner cart
    B:EnableSpawnerCarts=true
    I:ID.Zoologist=330
}


Machine {

    Conveyor {
        # If false, conveyors will not grab non-item entities. Breaks conveyor mob grinders but makes them safe for golems, etc.
        B:CaptureNonItems=true

        # If true, conveyors will NEVER capture players regardless of other settings.
        B:NeverCapturePlayers=false

        # If true, conveyors will NEVER capture ThaumCraft golems regardless of other settings.
        B:NeverCaptureTCGolems=false
    }

    ChunkLoader {
        # If true, the Chunk Loader will use the activation energy config in this section. WARNING: this makes it much more expensive at lower values. (non-configurable is exponential)
        B:EnableConfigurableActivationEnergy=false

        # If true, the Chunk Loader will ignore forgeChunkLoading.cfg.
        B:IgnoreChunkLimit=false
        B:Recipe.Enabled=true

        # If true, the Chunk Loader will require that the player who placed it be online to function
        B:RequiresOwnerOnline=false
    }

    AutoSpawner {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=60

        # A list of entity IDs (e.g.: CaveSpider or VillagerGolem or Forestry.butterflyGE) to blacklist from the AutoSpawner. The Debugger item will display an entity's ID when used.
        S:Blacklist <
            VillagerGolem
         >
        B:Recipe.Enabled=true

        Cost {
            # The multiplier for work required to generate a mob in exact mode.
            I:Exact=5

            # The multiplier for work required to generate a mob in standard (non-exact) mode.
            I:Standard=1

            ##########################################################################################################
            # Custom
            #--------------------------------------------------------------------------------------------------------#
            # Custom base XP costs for entities. format: I:<entityid> = #. e.g.:
            # I:VillagerGolem = 25
            # I:Slime = 50
            ##########################################################################################################

            Custom {
            }

        }

    }

    Harvester {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=24
        B:Recipe.Enabled=true

        # If true, the harvester will skip scanning some bocks when filled with sludge
        B:SkipWork=false
    }

    LaserDrill {
        B:Recipe.Enabled=true

        # The work required by the drill to generate a single ore.
        I:Work=300
    }

    Unifier {
        # A list of ore dictionary entrys to disable unifying for. By default, MFR will not attempt to unify anything with more than one oredict name.
        S:Blacklist <
            dyeBlue
            dyeWhite
            dyeBrown
            dyeBlack
            listAllwater
            listAllmilk
         >
        B:Recipe.Enabled=true
    }

    Breeder {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=64
        B:Recipe.Enabled=true

        # If the number of entities in the breeder's target area exceeds this value, the breeder will cease operating. This is provided to control server lag.
        I:ShutdownThreshold=50
    }

    Fertilizer {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=96

        # If true, the fertilizer will use bonemeal as well as MFR fertilizer. Provided for those who want a less work-intensive farm.
        B:EnableBonemeal=false
        B:Recipe.Enabled=true
    }

    AutoDisenchanter {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=32

        # If true, the disenchanter will use essence to disenchant items. Provided for those who want a more work-intensive enchanting system.
        B:EnableEssence=false
        B:Recipe.Enabled=true
    }

    SteamBoiler {
        # If true, the steam boiler will explode if it's hot and dry when you try to pump water into it.
        B:Explodes=false
        B:Recipe.Enabled=true
    }

    Planter {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=16
        B:Recipe.Enabled=true
    }

    Fisher {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=2
        B:Recipe.Enabled=true
    }

    Rancher {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=32
        B:Recipe.Enabled=true
    }

    Vet {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=32
        B:Recipe.Enabled=true
    }

    ItemCollector {
        B:Recipe.Enabled=true
    }

    BlockBreaker {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=96
        B:Recipe.Enabled=true
    }

    WeatherCollector {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=1
        B:Recipe.Enabled=true
    }

    SludgeBoiler {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=3
        B:Recipe.Enabled=true
    }

    Sewer {
        B:Recipe.Enabled=true
    }

    Composter {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=4
        B:Recipe.Enabled=true
    }

    Grinder {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=320
        B:Recipe.Enabled=true
    }

    AutoEnchanter {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=16
        B:Recipe.Enabled=true
    }

    Chronotyper {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=128
        B:Recipe.Enabled=true
    }

    Ejector {
        B:Recipe.Enabled=true
    }

    ItemRouter {
        B:Recipe.Enabled=true
    }

    LiquidRouter {
        B:Recipe.Enabled=true
    }

    DeepStorageUnit {
        B:Recipe.Enabled=true
    }

    LiquiCrafter {
        B:Recipe.Enabled=true
    }

    LavaFabricator {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=20
        B:Recipe.Enabled=true
    }

    AutoJukebox {
        B:Recipe.Enabled=true
    }

    BioReactor {
        B:Recipe.Enabled=true
    }

    BioFuelGenerator {
        # The amount of energy generated by this machine in one tick, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=16
        B:Recipe.Enabled=true
    }

    Slaughterhouse {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=100
        B:Recipe.Enabled=true
    }

    MeatPacker {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=2
        B:Recipe.Enabled=true
    }

    EnchantmentRouter {
        B:Recipe.Enabled=true
    }

    LaserDrillPrecharger {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=500
        B:Recipe.Enabled=true
    }

    AutoAnvil {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=16
        B:Recipe.Enabled=true
    }

    BlockSmasher {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=1
        B:Recipe.Enabled=true
    }

    RedNote {
        B:Recipe.Enabled=true
    }

    AutoBrewer {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=4
        B:Recipe.Enabled=true
    }

    FruitPicker {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=32
        B:Recipe.Enabled=true
    }

    BlockPlacer {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=1
        B:Recipe.Enabled=true
    }

    MobCounter {
        B:Recipe.Enabled=true
    }

    SteamTurbine {
        # The amount of energy generated by this machine in one tick, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=16
        B:Recipe.Enabled=true
    }

    Fountain {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=8
        B:Recipe.Enabled=true
    }

    MobRouter {
        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)
        I:ActivationCostDaRF=256
        B:Recipe.Enabled=true
    }

}


RecipeSets {
    # If true, MFR will register its EnderIO-based recipes.
    B:EnderIO=false

    # If true, MFR will register its Thermal Expansion-based recipes.
    B:ThermalExpansion=true

    # If true, MFR will register its standard (vanilla-item-only) recipes.
    B:Vanilla=false
}


general {
    # Set to false to disable various sounds and particle effects, such as when a block is harvested.
    B:PlaySounds=true

    # A list of entity IDs (e.g.: CaveSpider or VillagerGolem or Forestry.butterflyGE) to blacklist from being captured by the SafariNet. The Debugger item will display an entity's ID when used.
    S:SafariNetBlacklist <
     >

    # If true, when you have no empty slots in your inventory, you will continue filling buckets from tanks and drop them on the ground.
    B:Tanks.FillWithoutEmptySlots=true

    SearchDistance {
        # When searching for parts of a fruit tree, how far out to the sides (radius) to search
        I:FruitTree.MaxHoriztonal=5

        # When searching for parts of a fruit tree, how far up to search
        I:FruitTree.MaxVertical=20

        # When searching for players or dropoff locations, how far out to the sides (radius) to search
        I:PassengerRail.MaxHorizontal=3

        # When searching for players or dropoff locations, how far up to search
        I:PassengerRail.MaxVertical=2

        # How far upward to search for members of "stacking" blocks, like cactus and sugarcane
        I:StackingBlock.MaxVertical=5

        # When searching for parts of a tree, how far out to the sides (radius) to search
        I:Tree.MaxHorizontal=512

        # When searching for parts of a tree, how far up to search
        I:Tree.MaxVertical=256
    }

    RedNet {
        # If true, placed rednet cable will default to cable-only connections.
        B:CableOnly=false

        # A list of block IDs to prevent RedNet cables from connecting to. (e.g., minecraft:torch)
        S:ConnectionBlackList <
         >

        # If true, RedNet cables will dump a massive amount of data to the log file. You should probably only use this if PC tells you to.
        B:Debug=false
    }

    WorldGen {
        # A list of dimension IDs to disable MFR worldgen in.
        I:Dimension.Blacklist <
         >

        ##########################################################################################################
        # RetroGen
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable specific retrogen items.
        # Only has an effect if retroactive geneneration is enabled in CoFHCore.
        ##########################################################################################################

        RetroGen {
            B:RubberTrees=true
            B:SewageLakes=false
            B:SludgeLakes=false
        }

        RubberTrees {
            # A list of biomes to disallow rubber trees to spawn in. Overrides any other biomes added.
            S:Biome.Blacklist <
             >

            # A list of biomes to allow rubber trees to spawn in. Does nothing if rubber tree worldgen is disabled.
            S:Biome.Whitelist <
             >

            # Whether or not to generate MFR rubber trees during map generation
            B:Enable=true

            # If true, enable adding Enchanted Sacred Rubber Saplings to stronghold library loot.
            B:SacredRubberSapling=true
        }

        Lakes {
            # Whether or not to generate MFR lakes during map generation. By default, MFR will not attempt lake worldgen in dimensions where the player cannot respawn.
            B:Enable=true

            Sludge {
                # A list of biomes to allow/disallow Sludge lakes to spawn in. Does nothing if lake worldgen is disabled.
                S:BiomeList <
                 >

                # If false, the biome list is a blacklist. If true, the biome list is a whitelist.
                B:BiomeList.Mode=false

                # Higher numbers make sludge lakes rarer. A value of one will be approximately one per chunk. 0 will disable.
                I:Rarity=32
            }

            Sewage {
                # A list of biomes to allow/disallow Sewage lakes to spawn in. Does nothing if lake worldgen is disabled.
                S:BiomeList <
                 >

                # If false, the biome list is a blacklist. If true, the biome list is a whitelist.
                B:BiomeList.Mode=false

                # Higher numbers make Sewage lakes rarer. A value of one will be approximately one per chunk. 0 will disable.
                I:Rarity=32
            }

        }

    }

}


item {
    # If true, biofuel will explode when in the nether.
    B:Biofuel.Exploding=true

    # The rate at which fish are dropped from the fishing rod. The drop rate is 1 / this number. Must be greater than 0.
    I:FishDropRate=5

    # If true, only pink slimes larger than tiny will drop pink slimeballs. Provided for those who want a more work-intensive laser drill. (slimes can only be made larger through the slime embiggening syringe)
    B:LargeSlimeDrop=false

    # If true, Empty Syringes will be able to contain liquids and inject players.
    B:LiquidSyringes=true

    # If true, meat will be worth steak saturation instead of cookie saturation.
    B:Meat.IncreasedSaturation=false

    # If true, SPAMRs will explode when they run out of fuel.
    B:SPAMR.Exploding=true

    VanillaOverride {
        # If true, replaces the vanilla milk bucket so milk can be placed in the world.
        B:MilkBucket=true
    }

    Recipe {
        # If true, the ChunkLoader can be built out of cheaper materials. Does nothing if the recipe is disabled.
        B:CheaperChunkLoader=false

        # If true, the DSU can be built out of chests instead of ender pearls. Does nothing if the recipe is disabled.
        B:CheaperDSU=false

        # If true, the reusable safarinet will require a portaspawner to craft. The portaspawner must be enabled for the safarinet to be craftable.
        B:ExpensiveSafariNet=false

        # If true, the golden jailer safarinet will be craftable. It causes released mobs to always render their nametag, like a player would.
        B:GoldenJailerSafariNet=true

        # If true, the Guns will be craftable.
        B:Guns=true

        # If true, mossy cobble can be crafted.
        B:MossyCobble=true

        # If true, the safarinet launcher will be craftable.
        B:NetLauncher=true

        # If true, the PortaSpawner will be craftable.
        B:PortaSpawner=true

        # DSU recipes will always craft one DSU. Does nothing for recipes that already only craft one DSU (cheap mode, etc).
        B:SingleDSU=true

        # If true, smooth double stone slabs can be craftable.
        B:SmoothSlab=true

        # If true, the Syringes will be craftable.
        B:Syringes=true
    }

}


END: "/config/powercrystals/minefactoryreloaded/common.cfg"

START: "/config/powercrystals/netherores/common.cfg"
##########################################################################################################
# Overrides
#--------------------------------------------------------------------------------------------------------#
# A set of blocks from other mods to override to act like NetherOres.
# This does not include controling oregen, or recipes; only behavior when mined or destroyed.
##########################################################################################################

Overrides {
}


general {
    # If true, when NetherOres are mined, nearby pigmen become angry to the player.
    B:AngryPigmenEnable=true

    # NetherOre explosions can trigger more explosions if true. Does nothing if ExplosionEnable is false.
    B:ExplosionChainReactEnable=true

    # NetherOres have a chance to explode when mined if true.
    B:ExplosionEnable=true

    # How powerful an explosion will be. Creepers are 3, TNT is 4, electrified creepers are 6. This affects both the ability of the explosion to punch through blocks as well as the blast radius.
    I:ExplosionPower=2

    # The likelyhood an adjacent netherore will turn into an armed ore when one is mined. Percent chance out of 1000 (lower is less likely).
    I:ExplosionProbability=75

    # NetherOres have a higher chance to explode when mined with fortune if true.
    B:FortuneExplosionEnable=true

    # The maximum health a HellFish will have when spawned.
    D:HellFish.MaxHealth=12.5

    # If true, any entity not a player exploding a NetherOre will anger nearby pigmen. This only accounts for exploding, entities breaking the blocks normally will still anger pigmen.
    B:MobsAngerPigmen=true

    # If true, when NetherOres are mined with Silk Touch, nearby pigmen become angry to the player.
    B:SilkyAngryPigmenEnable=false
}


processing {

    enable {
        # Set this to false to remove the AE Grind Stone recipes (i.e., nether iron ore -> 4x iron dust).
        B:GrinderRecipes=true

        # Set this to false to remove the TE Induction Smelter recipes (i.e., nether iron ore -> 2x normal iron ore).
        B:InductionSmelterRecipes=true

        # Set this to false to remove the IC2 Macerator recipes (i.e., nether iron ore -> 4x iron dust).
        B:MaceratorRecipes=true

        # Set this to false to remove the TE Pulvierzer recipes (i.e., nether iron ore -> 4x iron dust).
        B:PulverizerRecipes=true

        # Set this to false to remove smelting NetherOres to ores (i.e., netheriron ore -> 2x normal iron ore).
        # Instead, ores will smelt to ingots or some other appropriate item.
        B:SmeltToOre=true

        # Set this to false to remove the standard furnace recipes (i.e., nether iron ore -> normal iron ore).
        B:StandardFurnaceRecipes=true
    }

    ores {

        coal {
            # Output from grinding Coal if dustCoal is not found (i.e., crystallineCoal)
            S:AlternateOrePrefix=crystalline

            # Output from smelting Coal if oreCoal is not found or SmeltToOre is false (i.e., ingotCoal)
            S:PrimaryOrePrefix=ingot

            # Output from grinding Coal
            I:PulverizedCount=5

            # Output from smelting Coal
            I:SmeltedCount=2
        }

        diamond {
            # Output from grinding Diamond if dustDiamond is not found (i.e., gemDiamond)
            S:AlternateOrePrefix=gem

            # Output from smelting Diamond if oreDiamond is not found or SmeltToOre is false (i.e., gemDiamond)
            S:PrimaryOrePrefix=gem

            # Output from grinding Diamond
            I:PulverizedCount=5

            # Output from smelting Diamond
            I:SmeltedCount=2
        }

        gold {
            # Output from grinding Gold if dustGold is not found (i.e., crystallineGold)
            S:AlternateOrePrefix=crystalline

            # Output from smelting Gold if oreGold is not found or SmeltToOre is false (i.e., ingotGold)
            S:PrimaryOrePrefix=ingot

            # Output from grinding Gold
            I:PulverizedCount=4

            # Output from smelting Gold
            I:SmeltedCount=2
        }

        iron {
            # Output from grinding Iron if dustIron is not found (i.e., crystallineIron)
            S:AlternateOrePrefix=crystalline

            # Output from smelting Iron if oreIron is not found or SmeltToOre is false (i.e., ingotIron)
            S:PrimaryOrePrefix=ingot

            # Output from grinding Iron
            I:PulverizedCount=4

            # Output from smelting Iron
            I:SmeltedCount=2
        }

        lapis {
            # Output from grinding Lapis if dustLapis is not found (i.e., gemLapis)
            S:AlternateOrePrefix=gem

            # Output from smelting Lapis if oreLapis is not found or SmeltToOre is false (i.e., gemLapis)
            S:PrimaryOrePrefix=gem

            # Output from grinding Lapis
            I:PulverizedCount=24

            # Output from smelting Lapis
            I:SmeltedCount=2
        }

        redstone {
            # Output from grinding Redstone if dustRedstone is not found (i.e., dustRedstone)
            S:AlternateOrePrefix=dust

            # Output from smelting Redstone if oreRedstone is not found or SmeltToOre is false (i.e., dustRedstone)
            S:PrimaryOrePrefix=dust

            # Output from grinding Redstone
            I:PulverizedCount=21

            # Output from smelting Redstone
            I:SmeltedCount=2
        }

        copper {
            # Output from grinding Copper if dustCopper is not found (i.e., crystallineCopper)
            S:AlternateOrePrefix=crystalline

            # Output from smelting Copper if oreCopper is not found or SmeltToOre is false (i.e., ingotCopper)
            S:PrimaryOrePrefix=ingot

            # Output from grinding Copper
            I:PulverizedCount=4

            # Output from smelting Copper
            I:SmeltedCount=2
        }

        tin {
            # Output from grinding Tin if dustTin is not found (i.e., crystallineTin)
            S:AlternateOrePrefix=crystalline

            # Output from smelting Tin if oreTin is not found or SmeltToOre is false (i.e., ingotTin)
            S:PrimaryOrePrefix=ingot

            # Output from grinding Tin
            I:PulverizedCount=4

            # Output from smelting Tin
            I:SmeltedCount=2
        }

        emerald {
            # Output from grinding Emerald if dustEmerald is not found (i.e., gemEmerald)
            S:AlternateOrePrefix=gem

            # Output from smelting Emerald if oreEmerald is not found or SmeltToOre is false (i.e., gemEmerald)
            S:PrimaryOrePrefix=gem

            # Output from grinding Emerald
            I:PulverizedCount=5

            # Output from smelting Emerald
            I:SmeltedCount=2
        }

        silver {
            # Output from grinding Silver if dustSilver is not found (i.e., crystallineSilver)
            S:AlternateOrePrefix=crystalline

            # Output from smelting Silver if oreSilver is not found or SmeltToOre is false (i.e., ingotSilver)
            S:PrimaryOrePrefix=ingot

            # Output from grinding Silver
            I:PulverizedCount=4

            # Output from smelting Silver
            I:SmeltedCount=2
        }

        lead {
            # Output from grinding Lead if dustLead is not found (i.e., crystallineLead)
            S:AlternateOrePrefix=crystalline

            # Output from smelting Lead if oreLead is not found or SmeltToOre is false (i.e., ingotLead)
            S:PrimaryOrePrefix=ingot

            # Output from grinding Lead
            I:PulverizedCount=4

            # Output from smelting Lead
            I:SmeltedCount=2
        }

        uranium {
            # Output from grinding Uranium if dustUranium is not found (i.e., crushedUranium)
            S:AlternateOrePrefix=crushed

            # Output from smelting Uranium if oreUranium is not found or SmeltToOre is false (i.e., ingotUranium)
            S:PrimaryOrePrefix=ingot

            # Output from grinding Uranium
            I:PulverizedCount=4

            # Output from smelting Uranium
            I:SmeltedCount=2
        }

        nikolite {
            # Output from grinding Nikolite if dustNikolite is not found (i.e., dustNikolite)
            S:AlternateOrePrefix=dust

            # Output from smelting Nikolite if oreNikolite is not found or SmeltToOre is false (i.e., dustNikolite)
            S:PrimaryOrePrefix=dust

            # Output from grinding Nikolite
            I:PulverizedCount=21

            # Output from smelting Nikolite
            I:SmeltedCount=2
        }

        ruby {
            # Output from grinding Ruby if dustRuby is not found (i.e., gemRuby)
            S:AlternateOrePrefix=gem

            # Output from smelting Ruby if oreRuby is not found or SmeltToOre is false (i.e., gemRuby)
            S:PrimaryOrePrefix=gem

            # Output from grinding Ruby
            I:PulverizedCount=5

            # Output from smelting Ruby
            I:SmeltedCount=2
        }

        peridot {
            # Output from grinding Peridot if dustPeridot is not found (i.e., gemPeridot)
            S:AlternateOrePrefix=gem

            # Output from smelting Peridot if orePeridot is not found or SmeltToOre is false (i.e., gemPeridot)
            S:PrimaryOrePrefix=gem

            # Output from grinding Peridot
            I:PulverizedCount=5

            # Output from smelting Peridot
            I:SmeltedCount=2
        }

        sapphire {
            # Output from grinding Sapphire if dustSapphire is not found (i.e., gemSapphire)
            S:AlternateOrePrefix=gem

            # Output from smelting Sapphire if oreSapphire is not found or SmeltToOre is false (i.e., gemSapphire)
            S:PrimaryOrePrefix=gem

            # Output from grinding Sapphire
            I:PulverizedCount=5

            # Output from smelting Sapphire
            I:SmeltedCount=2
        }

        platinum {
            # Output from grinding Platinum if dustPlatinum is not found (i.e., crystallinePlatinum)
            S:AlternateOrePrefix=crystalline

            # Output from smelting Platinum if orePlatinum is not found or SmeltToOre is false (i.e., ingotPlatinum)
            S:PrimaryOrePrefix=ingot

            # Output from grinding Platinum
            I:PulverizedCount=4

            # Output from smelting Platinum
            I:SmeltedCount=2
        }

        nickel {
            # Output from grinding Nickel if dustNickel is not found (i.e., crystallineNickel)
            S:AlternateOrePrefix=crystalline

            # Output from smelting Nickel if oreNickel is not found or SmeltToOre is false (i.e., ingotNickel)
            S:PrimaryOrePrefix=ingot

            # Output from grinding Nickel
            I:PulverizedCount=4

            # Output from smelting Nickel
            I:SmeltedCount=2
        }

        steel {
            # Output from grinding Steel if dustSteel is not found (i.e., crystallineSteel)
            S:AlternateOrePrefix=crystalline

            # Output from smelting Steel if oreSteel is not found or SmeltToOre is false (i.e., ingotSteel)
            S:PrimaryOrePrefix=ingot

            # Output from grinding Steel
            I:PulverizedCount=4

            # Output from smelting Steel
            I:SmeltedCount=2
        }

        iridium {
            # Output from grinding Iridium if dustIridium is not found (i.e., dropIridium)
            S:AlternateOrePrefix=drop

            # Output from smelting Iridium if oreIridium is not found or SmeltToOre is false (i.e., ingotIridium)
            S:PrimaryOrePrefix=ingot

            # Output from grinding Iridium
            I:PulverizedCount=4

            # Output from smelting Iridium
            I:SmeltedCount=2
        }

        osmium {
            # Output from grinding Osmium if dustOsmium is not found (i.e., crystallineOsmium)
            S:AlternateOrePrefix=crystalline

            # Output from smelting Osmium if oreOsmium is not found or SmeltToOre is false (i.e., ingotOsmium)
            S:PrimaryOrePrefix=ingot

            # Output from grinding Osmium
            I:PulverizedCount=4

            # Output from smelting Osmium
            I:SmeltedCount=2
        }

        sulfur {
            # Output from grinding Sulfur if dustSulfur is not found (i.e., crystalSulfur)
            S:AlternateOrePrefix=crystal

            # Output from smelting Sulfur if oreSulfur is not found or SmeltToOre is false (i.e., crystalSulfur)
            S:PrimaryOrePrefix=crystal

            # Output from grinding Sulfur
            I:PulverizedCount=24

            # Output from smelting Sulfur
            I:SmeltedCount=2
        }

        titanium {
            # Output from grinding Titanium if dustTitanium is not found (i.e., crystallineTitanium)
            S:AlternateOrePrefix=crystalline

            # Output from smelting Titanium if oreTitanium is not found or SmeltToOre is false (i.e., ingotTitanium)
            S:PrimaryOrePrefix=ingot

            # Output from grinding Titanium
            I:PulverizedCount=4

            # Output from smelting Titanium
            I:SmeltedCount=2
        }

        mithril {
            # Output from grinding Mithril if dustMithril is not found (i.e., crystallineMithril)
            S:AlternateOrePrefix=crystalline

            # Output from smelting Mithril if oreMithril is not found or SmeltToOre is false (i.e., ingotMithril)
            S:PrimaryOrePrefix=ingot

            # Output from grinding Mithril
            I:PulverizedCount=4

            # Output from smelting Mithril
            I:SmeltedCount=2
        }

        adamantium {
            # Output from grinding Adamantium if dustAdamantium is not found (i.e., crystallineAdamantium)
            S:AlternateOrePrefix=crystalline

            # Output from smelting Adamantium if oreAdamantium is not found or SmeltToOre is false (i.e., ingotAdamantium)
            S:PrimaryOrePrefix=ingot

            # Output from grinding Adamantium
            I:PulverizedCount=4

            # Output from smelting Adamantium
            I:SmeltedCount=2
        }

        rutile {
            # Output from grinding Rutile if dustRutile is not found (i.e., crystallineRutile)
            S:AlternateOrePrefix=crystalline

            # Output from smelting Rutile if oreRutile is not found or SmeltToOre is false (i.e., ingotRutile)
            S:PrimaryOrePrefix=ingot

            # Output from grinding Rutile
            I:PulverizedCount=4

            # Output from smelting Rutile
            I:SmeltedCount=2
        }

        tungsten {
            # Output from grinding Tungsten if dustTungsten is not found (i.e., crystallineTungsten)
            S:AlternateOrePrefix=crystalline

            # Output from smelting Tungsten if oreTungsten is not found or SmeltToOre is false (i.e., ingotTungsten)
            S:PrimaryOrePrefix=ingot

            # Output from grinding Tungsten
            I:PulverizedCount=4

            # Output from smelting Tungsten
            I:SmeltedCount=2
        }

        amber {
            # Output from grinding Amber if dustAmber is not found (i.e., gemAmber)
            S:AlternateOrePrefix=gem

            # Output from smelting Amber if oreAmber is not found or SmeltToOre is false (i.e., gemAmber)
            S:PrimaryOrePrefix=gem

            # Output from grinding Amber
            I:PulverizedCount=5

            # Output from smelting Amber
            I:SmeltedCount=2
        }

        tennantite {
            # Output from grinding Tennantite if dustTennantite is not found (i.e., crystallineTennantite)
            S:AlternateOrePrefix=crystalline

            # Output from smelting Tennantite if oreTennantite is not found or SmeltToOre is false (i.e., ingotTennantite)
            S:PrimaryOrePrefix=ingot

            # Output from grinding Tennantite
            I:PulverizedCount=4

            # Output from smelting Tennantite
            I:SmeltedCount=2
        }

        salt {
            # Output from grinding Salt if dustSalt is not found (i.e., foodSalt)
            S:AlternateOrePrefix=food

            # Output from smelting Salt if oreSalt is not found or SmeltToOre is false (i.e., foodSalt)
            S:PrimaryOrePrefix=food

            # Output from grinding Salt
            I:PulverizedCount=12

            # Output from smelting Salt
            I:SmeltedCount=2
        }

        saltpeter {
            # Output from grinding Saltpeter if dustSaltpeter is not found (i.e., crystalSaltpeter)
            S:AlternateOrePrefix=crystal

            # Output from smelting Saltpeter if oreSaltpeter is not found or SmeltToOre is false (i.e., crystalSaltpeter)
            S:PrimaryOrePrefix=crystal

            # Output from grinding Saltpeter
            I:PulverizedCount=10

            # Output from smelting Saltpeter
            I:SmeltedCount=2
        }

        magnesium {
            # Output from grinding Magnesium if dustMagnesium is not found (i.e., crushedMagnesium)
            S:AlternateOrePrefix=crushed

            # Output from smelting Magnesium if oreMagnesium is not found or SmeltToOre is false (i.e., ingotMagnesium)
            S:PrimaryOrePrefix=ingot

            # Output from grinding Magnesium
            I:PulverizedCount=8

            # Output from smelting Magnesium
            I:SmeltedCount=2
        }

    }

}


worldgen {

    enable {
        # If true, Nether Ores worldgen will run in all dimensions instead of just the Nether. It will still require netherrack to place ores.
        B:AllDimensionWorldGen=false

        # If true, will spawn nether ores regardless of if a furnace or macerator recipe was found. If false, at least one of those two must be found to spawn the ore.
        B:ForceOreSpawn=false

        # If true, Nether Ores oregen will run and places ores in the world where appropriate. Only disable this if you intend to use the ores with a custom ore generator. (overrides per-ore forcing; hellfish still generate if enabled)
        B:OreGen=true

        # If true, Nether Quartz ore will be a NetherOre and will follow the same rules as all other NetherOres.
        B:OverrideNetherQuartz=true
    }

    hellfish {
        # The maximum number of hellfish blocks per vein.
        I:BlocksPerGroup=12

        # If true, Hellfish will spawn in the Nether. Note that setting this false will not kill active Hellfish mobs.
        B:Enable=true

        # If true, Hellfish will spawn from broken NetherOres.
        B:EnableSpawningFromOre=false

        # The maximum number of hellfish veins per chunk.
        I:GroupsPerChunk=9
        I:MaxY=127
        I:MinY=1

        # Retroactively generate HellFish
        B:Retrogen=true

        # The chance out of 10000 that a broken ore will spawn a hellfish.
        I:SpawningFromOreChance=1000
    }

    ores {

        coal {
            I:BlocksPerGroup=16

            # Disables generation of Coal (overrides global ForceOreSpawn)
            B:Disable=false

            # Force Coal to generate (overrides Disable)
            B:Force=false
            I:GroupsPerChunk=8
            I:MaxY=127
            I:MinY=1

            # The pickaxe level required to mine Coal
            I:MiningLevel=2

            # Retroactively generate Coal if enabled in CoFHCore
            B:Retrogen=true
        }

        diamond {
            I:BlocksPerGroup=3

            # Disables generation of Diamond (overrides global ForceOreSpawn)
            B:Disable=false

            # Force Diamond to generate (overrides Disable)
            B:Force=false
            I:GroupsPerChunk=4
            I:MaxY=127
            I:MinY=1

            # The pickaxe level required to mine Diamond
            I:MiningLevel=2

            # Retroactively generate Diamond if enabled in CoFHCore
            B:Retrogen=true
        }

        gold {
            I:BlocksPerGroup=6

            # Disables generation of Gold (overrides global ForceOreSpawn)
            B:Disable=false

            # Force Gold to generate (overrides Disable)
            B:Force=false
            I:GroupsPerChunk=8
            I:MaxY=127
            I:MinY=1

            # The pickaxe level required to mine Gold
            I:MiningLevel=2

            # Retroactively generate Gold if enabled in CoFHCore
            B:Retrogen=true
        }

        iron {
            I:BlocksPerGroup=8

            # Disables generation of Iron (overrides global ForceOreSpawn)
            B:Disable=false

            # Force Iron to generate (overrides Disable)
            B:Force=false
            I:GroupsPerChunk=8
            I:MaxY=127
            I:MinY=1

            # The pickaxe level required to mine Iron
            I:MiningLevel=2

            # Retroactively generate Iron if enabled in CoFHCore
            B:Retrogen=true
        }

        lapis {
            I:BlocksPerGroup=6

            # Disables generation of Lapis (overrides global ForceOreSpawn)
            B:Disable=false

            # Force Lapis to generate (overrides Disable)
            B:Force=false
            I:GroupsPerChunk=6
            I:MaxY=127
            I:MinY=1

            # The pickaxe level required to mine Lapis
            I:MiningLevel=2

            # Retroactively generate Lapis if enabled in CoFHCore
            B:Retrogen=true
        }

        redstone {
            I:BlocksPerGroup=8

            # Disables generation of Redstone (overrides global ForceOreSpawn)
            B:Disable=false

            # Force Redstone to generate (overrides Disable)
            B:Force=false
            I:GroupsPerChunk=6
            I:MaxY=127
            I:MinY=1

            # The pickaxe level required to mine Redstone
            I:MiningLevel=2

            # Retroactively generate Redstone if enabled in CoFHCore
            B:Retrogen=true
        }

        copper {
            I:BlocksPerGroup=8

            # Disables generation of Copper (overrides global ForceOreSpawn)
            B:Disable=false

            # Force Copper to generate (overrides Disable)
            B:Force=false
            I:GroupsPerChunk=8
            I:MaxY=127
            I:MinY=1

            # The pickaxe level required to mine Copper
            I:MiningLevel=2

            # Retroactively generate Copper if enabled in CoFHCore
            B:Retrogen=true
        }

        tin {
            I:BlocksPerGroup=8

            # Disables generation of Tin (overrides global ForceOreSpawn)
            B:Disable=false

            # Force Tin to generate (overrides Disable)
            B:Force=false
            I:GroupsPerChunk=8
            I:MaxY=127
            I:MinY=1

            # The pickaxe level required to mine Tin
            I:MiningLevel=2

            # Retroactively generate Tin if enabled in CoFHCore
            B:Retrogen=true
        }

        emerald {
            I:BlocksPerGroup=2

            # Disables generation of Emerald (overrides global ForceOreSpawn)
            B:Disable=false

            # Force Emerald to generate (overrides Disable)
            B:Force=false
            I:GroupsPerChunk=3
            I:MaxY=127
            I:MinY=1

            # The pickaxe level required to mine Emerald
            I:MiningLevel=2

            # Retroactively generate Emerald if enabled in CoFHCore
            B:Retrogen=true
        }

        silver {
            I:BlocksPerGroup=4

            # Disables generation of Silver (overrides global ForceOreSpawn)
            B:Disable=false

            # Force Silver to generate (overrides Disable)
            B:Force=false
            I:GroupsPerChunk=6
            I:MaxY=127
            I:MinY=1

            # The pickaxe level required to mine Silver
            I:MiningLevel=2

            # Retroactively generate Silver if enabled in CoFHCore
            B:Retrogen=true
        }

        lead {
            I:BlocksPerGroup=6

            # Disables generation of Lead (overrides global ForceOreSpawn)
            B:Disable=false

            # Force Lead to generate (overrides Disable)
            B:Force=false
            I:GroupsPerChunk=6
            I:MaxY=127
            I:MinY=1

            # The pickaxe level required to mine Lead
            I:MiningLevel=2

            # Retroactively generate Lead if enabled in CoFHCore
            B:Retrogen=true
        }

        uranium {
            I:BlocksPerGroup=2

            # Disables generation of Uranium (overrides global ForceOreSpawn)
            B:Disable=false

            # Force Uranium to generate (overrides Disable)
            B:Force=false
            I:GroupsPerChunk=3
            I:MaxY=127
            I:MinY=1

            # The pickaxe level required to mine Uranium
            I:MiningLevel=2

            # Retroactively generate Uranium if enabled in CoFHCore
            B:Retrogen=true
        }

        nikolite {
            I:BlocksPerGroup=4

            # Disables generation of Nikolite (overrides global ForceOreSpawn)
            B:Disable=false

            # Force Nikolite to generate (overrides Disable)
            B:Force=false
            I:GroupsPerChunk=8
            I:MaxY=127
            I:MinY=1

            # The pickaxe level required to mine Nikolite
            I:MiningLevel=2

            # Retroactively generate Nikolite if enabled in CoFHCore
            B:Retrogen=true
        }

        ruby {
            I:BlocksPerGroup=3

            # Disables generation of Ruby (overrides global ForceOreSpawn)
            B:Disable=false

            # Force Ruby to generate (overrides Disable)
            B:Force=false
            I:GroupsPerChunk=6
            I:MaxY=127
            I:MinY=1

            # The pickaxe level required to mine Ruby
            I:MiningLevel=2

            # Retroactively generate Ruby if enabled in CoFHCore
            B:Retrogen=true
        }

        peridot {
            I:BlocksPerGroup=3

            # Disables generation of Peridot (overrides global ForceOreSpawn)
            B:Disable=false

            # Force Peridot to generate (overrides Disable)
            B:Force=false
            I:GroupsPerChunk=6
            I:MaxY=127
            I:MinY=1

            # The pickaxe level required to mine Peridot
            I:MiningLevel=2

            # Retroactively generate Peridot if enabled in CoFHCore
            B:Retrogen=true
        }

        sapphire {
            I:BlocksPerGroup=3

            # Disables generation of Sapphire (overrides global ForceOreSpawn)
            B:Disable=false

            # Force Sapphire to generate (overrides Disable)
            B:Force=false
            I:GroupsPerChunk=6
            I:MaxY=127
            I:MinY=1

            # The pickaxe level required to mine Sapphire
            I:MiningLevel=2

            # Retroactively generate Sapphire if enabled in CoFHCore
            B:Retrogen=true
        }

        platinum {
            I:BlocksPerGroup=3

            # Disables generation of Platinum (overrides global ForceOreSpawn)
            B:Disable=false

            # Force Platinum to generate (overrides Disable)
            B:Force=false
            I:GroupsPerChunk=1
            I:MaxY=127
            I:MinY=1

            # The pickaxe level required to mine Platinum
            I:MiningLevel=2

            # Retroactively generate Platinum if enabled in CoFHCore
            B:Retrogen=true
        }

        nickel {
            I:BlocksPerGroup=6

            # Disables generation of Nickel (overrides global ForceOreSpawn)
            B:Disable=false

            # Force Nickel to generate (overrides Disable)
            B:Force=false
            I:GroupsPerChunk=4
            I:MaxY=127
            I:MinY=1

            # The pickaxe level required to mine Nickel
            I:MiningLevel=2

            # Retroactively generate Nickel if enabled in CoFHCore
            B:Retrogen=true
        }

        steel {
            I:BlocksPerGroup=4

            # Disables generation of Steel (overrides global ForceOreSpawn)
            B:Disable=false

            # Force Steel to generate (overrides Disable)
            B:Force=false
            I:GroupsPerChunk=3
            I:MaxY=127
            I:MinY=1

            # The pickaxe level required to mine Steel
            I:MiningLevel=2

            # Retroactively generate Steel if enabled in CoFHCore
            B:Retrogen=true
        }

        iridium {
            I:BlocksPerGroup=2

            # Disables generation of Iridium (overrides global ForceOreSpawn)
            B:Disable=false

            # Force Iridium to generate (overrides Disable)
            B:Force=false
            I:GroupsPerChunk=1
            I:MaxY=127
            I:MinY=1

            # The pickaxe level required to mine Iridium
            I:MiningLevel=2

            # Retroactively generate Iridium if enabled in CoFHCore
            B:Retrogen=true
        }

        osmium {
            I:BlocksPerGroup=7

            # Disables generation of Osmium (overrides global ForceOreSpawn)
            B:Disable=false

            # Force Osmium to generate (overrides Disable)
            B:Force=false
            I:GroupsPerChunk=8
            I:MaxY=127
            I:MinY=1

            # The pickaxe level required to mine Osmium
            I:MiningLevel=2

            # Retroactively generate Osmium if enabled in CoFHCore
            B:Retrogen=true
        }

        sulfur {
            I:BlocksPerGroup=12

            # Disables generation of Sulfur (overrides global ForceOreSpawn)
            B:Disable=false

            # Force Sulfur to generate (overrides Disable)
            B:Force=false
            I:GroupsPerChunk=12
            I:MaxY=127
            I:MinY=1

            # The pickaxe level required to mine Sulfur
            I:MiningLevel=2

            # Retroactively generate Sulfur if enabled in CoFHCore
            B:Retrogen=true
        }

        titanium {
            I:BlocksPerGroup=2

            # Disables generation of Titanium (overrides global ForceOreSpawn)
            B:Disable=false

            # Force Titanium to generate (overrides Disable)
            B:Force=false
            I:GroupsPerChunk=3
            I:MaxY=127
            I:MinY=1

            # The pickaxe level required to mine Titanium
            I:MiningLevel=2

            # Retroactively generate Titanium if enabled in CoFHCore
            B:Retrogen=true
        }

        mithril {
            I:BlocksPerGroup=6

            # Disables generation of Mithril (overrides global ForceOreSpawn)
            B:Disable=false

            # Force Mithril to generate (overrides Disable)
            B:Force=false
            I:GroupsPerChunk=6
            I:MaxY=127
            I:MinY=1

            # The pickaxe level required to mine Mithril
            I:MiningLevel=2

            # Retroactively generate Mithril if enabled in CoFHCore
            B:Retrogen=true
        }

        adamantium {
            I:BlocksPerGroup=4

            # Disables generation of Adamantium (overrides global ForceOreSpawn)
            B:Disable=false

            # Force Adamantium to generate (overrides Disable)
            B:Force=false
            I:GroupsPerChunk=5
            I:MaxY=127
            I:MinY=1

            # The pickaxe level required to mine Adamantium
            I:MiningLevel=2

            # Retroactively generate Adamantium if enabled in CoFHCore
            B:Retrogen=true
        }

        rutile {
            I:BlocksPerGroup=4

            # Disables generation of Rutile (overrides global ForceOreSpawn)
            B:Disable=false

            # Force Rutile to generate (overrides Disable)
            B:Force=false
            I:GroupsPerChunk=3
            I:MaxY=127
            I:MinY=1

            # The pickaxe level required to mine Rutile
            I:MiningLevel=2

            # Retroactively generate Rutile if enabled in CoFHCore
            B:Retrogen=true
        }

        tungsten {
            I:BlocksPerGroup=8

            # Disables generation of Tungsten (overrides global ForceOreSpawn)
            B:Disable=false

            # Force Tungsten to generate (overrides Disable)
            B:Force=false
            I:GroupsPerChunk=8
            I:MaxY=127
            I:MinY=1

            # The pickaxe level required to mine Tungsten
            I:MiningLevel=2

            # Retroactively generate Tungsten if enabled in CoFHCore
            B:Retrogen=true
        }

        amber {
            I:BlocksPerGroup=6

            # Disables generation of Amber (overrides global ForceOreSpawn)
            B:Disable=false

            # Force Amber to generate (overrides Disable)
            B:Force=false
            I:GroupsPerChunk=5
            I:MaxY=127
            I:MinY=1

            # The pickaxe level required to mine Amber
            I:MiningLevel=2

            # Retroactively generate Amber if enabled in CoFHCore
            B:Retrogen=true
        }

        tennantite {
            I:BlocksPerGroup=8

            # Disables generation of Tennantite (overrides global ForceOreSpawn)
            B:Disable=false

            # Force Tennantite to generate (overrides Disable)
            B:Force=false
            I:GroupsPerChunk=8
            I:MaxY=127
            I:MinY=1

            # The pickaxe level required to mine Tennantite
            I:MiningLevel=2

            # Retroactively generate Tennantite if enabled in CoFHCore
            B:Retrogen=true
        }

        salt {
            I:BlocksPerGroup=5

            # Disables generation of Salt (overrides global ForceOreSpawn)
            B:Disable=false

            # Force Salt to generate (overrides Disable)
            B:Force=false
            I:GroupsPerChunk=5
            I:MaxY=127
            I:MinY=1

            # The pickaxe level required to mine Salt
            I:MiningLevel=2

            # Retroactively generate Salt if enabled in CoFHCore
            B:Retrogen=true
        }

        saltpeter {
            I:BlocksPerGroup=4

            # Disables generation of Saltpeter (overrides global ForceOreSpawn)
            B:Disable=false

            # Force Saltpeter to generate (overrides Disable)
            B:Force=false
            I:GroupsPerChunk=6
            I:MaxY=127
            I:MinY=1

            # The pickaxe level required to mine Saltpeter
            I:MiningLevel=2

            # Retroactively generate Saltpeter if enabled in CoFHCore
            B:Retrogen=true
        }

        magnesium {
            I:BlocksPerGroup=5

            # Disables generation of Magnesium (overrides global ForceOreSpawn)
            B:Disable=false

            # Force Magnesium to generate (overrides Disable)
            B:Force=false
            I:GroupsPerChunk=4
            I:MaxY=127
            I:MinY=1

            # The pickaxe level required to mine Magnesium
            I:MiningLevel=2

            # Retroactively generate Magnesium if enabled in CoFHCore
            B:Retrogen=true
        }

    }

}


END: "/config/powercrystals/netherores/common.cfg"

START: "/config/rouletteores.cfg"
general {
    # Enable machines using 'fake' player instances to trigger RouletteOres [default: false]
    B:"Enable Fake Players"=false

    # Hides the update notifications [default: false]
    B:"Hide Updates"=false

    # Check whether the ore drop is itself or not. Prevent's exploits on ores like iron [default: true]
    B:"Non-self Ore Drops"=true

    # Chance a random command will be run [range: 0.0 ~ 1.0, default: 0.01]
    S:"Roulette Chance"=0.01

    # List of possible commands (Turn off online defaults if editing)
    S:"Roulette Commands" <
        /tell {player} You just murdered an innocent ore :(
        /summon Creeper ~ ~ ~ {powered:1,CustomName:"NOPE."}
        /summon Creeper ~ ~ ~ {powered:1,CustomName:"Roulette Creeper",ExplosionRadius:0}
        /summon Creeper ~ ~ ~ {powered:1,CustomName:"Roulette Creeper",ExplosionRadius:0}
        /summon Creeper ~ ~ ~ {powered:1,CustomName:"Roulette Creeper",ExplosionRadius:0}
        /summon Creeper ~ ~ ~ {powered:1,CustomName:"Roulette Creeper",ExplosionRadius:0}
        /summon Creeper ~ ~ ~ {powered:1,CustomName:"Roulette Creeper",ExplosionRadius:16}
        /summon PrimedTnt ~ ~ ~ {Fuse:380,Riding:{id:XPOrb}}
        /setblock ~ ~ ~ minecraft:bedrock
        /summon Item ~ ~ ~ {Item:{id:263,Count:1}}
        /summon Item ~ ~ ~ {Item:{id:264,Count:1}}
        /summon Item ~ ~ ~ {Item:{id:265,Count:1}}
        /summon Item ~ ~ ~ {Item:{id:266,Count:1}}
        /summon Item ~ ~ ~ {Item:{id:289,Count:1}}
        /summon Item ~ ~ ~ {Item:{id:318,Count:1}}
        /summon Item ~ ~ ~ {Item:{id:331,Count:1}}
        /summon Item ~ ~ ~ {Item:{id:351,Count:1,Damage:4}}
        /summon Item ~ ~ ~ {Item:{id:352,Count:1}}
        /summon Item ~ ~ ~ {Item:{id:371,Count:1}}
        /summon Item ~ ~ ~ {Item:{id:388,Count:1}}
        /summon Item ~ ~ ~ {Item:{id:406,Count:1}}
        /summon Silverfish ~ ~ ~ {CustomName:"Troll Fish",CustomNameVisible:10,ActiveEffects:[{Id:11,Amplifier:10,Duration:300}]}
        /summon ThrownPotion ~ ~ ~ {Riding:{CustomName:"Poison Fish",CustomNameVisible:10,id:Silverfish},Potion:{id:373,Count:1,Damage:16388}}
        /summon ThrownPotion ~ ~ ~ {Riding:{CustomName:"Death Fish",CustomNameVisible:10,id:Silverfish},Potion:{id:373,Count:1,Damage:16428}}
        /summon ThrownPotion ~ ~ ~ {Riding:{CustomName:"Blinding Fish",CustomNameVisible:10,id:Silverfish},Potion:{id:1,Damage:0,tag:{CustomPotionEffects:[{Id:15,Amplifier:0,Duration:900,ShowParticles:0b}]}}}
        /summon ThrownPotion ~ ~ ~ {Riding:{CustomName:"Paralysis Fish",CustomNameVisible:10,id:Silverfish},Potion:{id:1,Damage:16458,tag:{CustomPotionEffects:[{Id:2,Amplifier:10,Duration:900,ShowParticles:0b}]}}}
        /summon ThrownPotion ~ ~ ~ {Potion:{id:373,Damage:16396,Count:1}}
        /summon ThrownExpBottle ~ ~ ~
        /summon PrimedTnt ~ ~ ~ {Fuse:380,Riding:{CustomName:"Hugs!",CustomNameVisible:10,id:Zombie,IsBaby:1}}
        /setblock ~ ~ ~ minecraft:mob_spawner 0 replace {EntityId:Zombie}
        /setblock ~ ~ ~ minecraft:flowing_water
        /setblock ~ ~ ~ minecraft:flowing_lava
        /summon EnderCrystal ~ ~ ~ {Riding:{id:Bat}}
        /summon EnderCrystal ~ ~ ~
        /setblock ~ ~ ~ minecraft:cake
        /tellraw {player} {"text":"","extra":[{"text":"Herobrine joined the game","color":"yellow"}]}
        /tellraw {player} {"text":"<Herobrine> I'm coming for you {player}..."}
        /tellraw {player} {"text":"<Herobrine> I wonder how fast you can run {player}?"}
        /playsound ambient.cave.cave {player} ~ ~ ~ 1.0 0.01
        /playsound random.explode {player}
        /playsound game.tnt.primed {player}
        /setblock ~ ~ ~ minecraft:fire
        /setblock ~ ~ ~ minecraft:web
        /setblock ~ ~ ~ minecraft:monster_egg
        /summon Item ~ ~ ~ {Item:{id:311,Count:1,tag:{AttributeModifiers:[{AttributeName:"generic.maxHealth",Name:"generic.maxHealth",Amount:6,Operation:0,UUIDLeast:894654,UUIDMost:2872}],display:{Name:Buff Chestplate},ench:[{id:0,lvl:3}]}}}
        /summon Item ~ ~ ~ {Item:{id:310,Count:1,tag:{AttributeModifiers:[{AttributeName:"generic.maxHealth",Name:"generic.maxHealth",Amount:4,Operation:0,UUIDLeast:894654,UUIDMost:2872}],display:{Name:Buff Helmet},ench:[{id:0,lvl:3}]}}}
        /summon Item ~ ~ ~ {Item:{id:312,Count:1,tag:{AttributeModifiers:[{AttributeName:"generic.maxHealth",Name:"generic.maxHealth",Amount:6,Operation:0,UUIDLeast:894654,UUIDMost:2872}],display:{Name:Buff Leggings},ench:[{id:0,lvl:3}]}}}
        /summon Item ~ ~ ~ {Item:{id:313,Count:1,tag:{AttributeModifiers:[{AttributeName:"generic.maxHealth",Name:"generic.maxHealth",Amount:4,Operation:0,UUIDLeast:894654,UUIDMost:2872}],display:{Name:Buff Boots},ench:[{id:0,lvl:3}]}}}
        /summon Item ~ ~ ~ {Item:{id:276,Count:1,tag:{display:{Name:Buff Sword},ench:[{id:16,lvl:5},{id:20,lvl:1},{id:21,lvl:3},{id:34,lvl:3}]}}}
        /setblock ~ ~ ~ minecraft:mob_spawner 0 replace {EntityId:ThrownPotion,SpawnData:{Riding:{id:XPOrb},Potion:{id:373,Damage:8228,Count:1}},SpawnCount:3,SpawnRange:16,RequiredPlayerRange:24,MinSpawnDelay:20,MaxSpawnDelay:20,MaxNearbyEntities:16}
        /summon Zombie ~ ~1 ~ {Riding:{id:ThrownPotion,Potion:{id:15,Damage:16,tag:{CustomPotionEffects:[{Id:15,Amplifier:0,Duration:2400,ShowParticles:0b}]}}},CustomName:"Herobrine",CustomNameVisible:1,CanBreakDoors:1,Equipment:[{id:278,Count:1},{},{},{},{id:397,Damage:3,Count:1,tag:{SkullOwner:Herobrine,ench:[{id:7,lvl:16}]}}],DropChances:[0.085F,0.085F,0.085F,0.085F,0.0F],Attributes:[{Name:zombie.spawnReinforcements,Base:1.0F}],ActiveEffects:[{Id:5,Amplifier:15,Duration:199980,ShowParticles:0b},{Id:11,Amplifier:10,Duration:9000,ShowParticles:0b}],Attributes:[{Name:generic.maxHealth,Base:200}],Health:200}
     >

    # Use Funwayguy's pick of commands (Must be connected to the internet. Overwrites local list) [default: true]
    B:"Use Online Defaults"=true
}


END: "/config/rouletteores.cfg"

START: "/config/soundfilters.cfg"
debug {
    # Set to true to write simple debug info to the console. [default: false]
    B:Debug=false

    # You probably don't want to set this to true
    # unless you actually want to debug the mod.
    # It writes quite a lot in the console. [default: false]
    B:"High Output Debug"=false
}


filters {
    # Set to false to disable low pass filter in water and lava. [default: true]
    B:"Use Low Pass?"=true

    # Set to false to disable low pass filter for sounds behind solid walls.
    # If you are getting lag, disabling this might help. [default: true]
    B:"Use Occluded Sounds (muting sounds behind solid walls)?"=true

    # Set to false to disable reverb. [default: true]
    B:"Use Reverb?"=true
}


occlusion {
    # Add new entries (each on a new line) in the format
    #  <block id>-<metadata>-<occlusion double> to customize how much sound
    # they should absorb when they are between you and the sound source.
    # For the metadata, 16 means any metadata value. The amount is a
    # double, with 0.0 absorbing no sound (like air), and 1.0 being the normal
    # amount, and 2.0 being twice the normal amount. By default,
    # wool has entry wool-16-2.0 which is twice the normal sound absorbtion. [default: [wool-16-2.0]]
    S:"Specific block occlusion:" <
        wool-16-2.0
     >
}


reverb {
    # If this is true, when you're in an area that can see the sky, the
    # there will be less reverb. This is for aboveground areas with
    # lots of stone and such like extreme hills biomes. [default: true]
    B:"Do sky checks:"=true

    # If you are getting lag, set this number lower. The higher it is,
    # the more realistic the reverb will be. [range: 0 ~ 2147483647, default: 1024]
    I:"Number of blocks reverb will check through:"=1024

    # Add values to this list (each on a new line) in the format 
    # <block id>-<metadata>-<reverb double>, to change how the block
    # with that metadata absorbs or creates reverb. If the
    # metadata is 16, that means it will apply to any metadata value.
    # By default things like wool, snow, carpets, and plants absorb reverb
    # (value 0.0), things like wood and dirt are neutral (value 1.0),
    # and things like stone, metal, ice, and glass create reverb (value 2.0).
    # So if, say, you wanted to add pumpkins of any metadata to the blocks
    # that create reverb, you would put pumpkin-16-2.0 on a new line. [default: [soul_sand-16-2.0]]
    S:"Specific block reverb:" <
        soul_sand-16-2.0
     >
}


END: "/config/soundfilters.cfg"

START: "/config/veinminer/general.cfg"
##########################################################################################################
# autodetect
#--------------------------------------------------------------------------------------------------------#
# Autodetect items and blocks during game start-up.
##########################################################################################################

autodetect {
    # Autodetect blocks with the below prefixes in the ore dictionary, adding the names to the axe list. [default: true]
    B:autodetect.blocks.axe.enable=true

    # List of prefixes to autodetect as blocks to be used with a axe.
    # Separate with ',' [default: 'log,treeLeaves'] 
    S:autodetect.blocks.axe.prefixes=log,treeLeaves

    # Autodetect blocks with the below prefixes in the ore dictionary, adding the names to the hoe list. [default: false]
    B:autodetect.blocks.hoe.enable=false

    # List of prefixes to autodetect as blocks to be used with a hoe.
    # Separate with ',' [default: ''] 
    S:autodetect.blocks.hoe.prefixes=

    # Autodetect blocks with the below prefixes in the ore dictionary, adding the names to the pickaxe list. [default: true]
    B:autodetect.blocks.pickaxe.enable=true

    # List of prefixes to autodetect as blocks to be used with a pickaxe.
    # Separate with ',' [default: 'ore'] 
    S:autodetect.blocks.pickaxe.prefixes=ore

    # Autodetect blocks with the below prefixes in the ore dictionary, adding the names to the shears list. [default: true]
    B:autodetect.blocks.shears.enable=true

    # List of prefixes to autodetect as blocks to be used with a shears.
    # Separate with ',' [default: 'treeLeaves'] 
    S:autodetect.blocks.shears.prefixes=treeLeaves

    # Autodetect blocks with the below prefixes in the ore dictionary, adding the names to the shovel list. [default: false]
    B:autodetect.blocks.shovel.enable=false

    # List of prefixes to autodetect as blocks to be used with a shovel.
    # Separate with ',' [default: ''] 
    S:autodetect.blocks.shovel.prefixes=

    # Autodetect tools on starting the game, adding the names to the list.
    B:autodetect.tools.enable=true
}


##########################################################################################################
# client
#--------------------------------------------------------------------------------------------------------#
# These settings are used client side, so they have no impact on servers.
##########################################################################################################

client {
    # What mode should the client use when joining a game.
    # Valid modes: [default: pressed]
    #   'disabled' = don't enable, even when keybind pressed
    #   'pressed' = enables when keybind is pressed
    #   'released' = enables when keybind is released
    #   'sneak' = enables when sneaking (ignores keybind)
    #   'no_sneak' = enables when not sneaking (ignores keybind)
    S:client.preferredMode=pressed
}


limit {
    # Limit of blocks to be destroyed at once. Use -1 for infinite. [range: -1 to 2147483647, default: 800]
    I:limit.blocks=800

    # Maximum number of blocks to be removed per game tick (1/20 seconds). Using a low number will keep the game from getting huge performance drops but also decreases the speed at which blocks are destroyed. [range: 1 ~ 1000, default: 10]
    I:limit.blocksPerTick=10

    # Maximum distance from the first block to search for blocks to destroy. [range: -1 to 1000, default: 20]
    I:limit.radius=20
}


misc {
    # Block IDs (with metadata) to consider equivalent.
    # Names are formatted like 'modName:block_name/metadata'. Separate names (with metadata) with ','. Use 'minecraft' as the mod name for vanilla blocks.
    # [default: 'minecraft:redstone_ore=minecraft:lit_redstone_ore']
    S:equalBlocks=minecraft:lit_redstone_ore=minecraft:redstone_ore
}


overrides {
    # Mine all blocks with all registered tools that can harvest blocks.
    B:override.allBlocks=false

    # Allow all tools, including the open hand, to be used to mine blocks.
    B:override.allTools=false
}


END: "/config/veinminer/general.cfg"

START: "/config/wildcaves3.cfg"
"biome specific" {
    S:"Block to generate in frozen caves"=ice
    D:"Probability of Glowing Ice mushrooms on frozen caves"=0.3
    D:"Probability of Glowing mushrooms on humid/jungle caves"=0.3
    D:"Probability of icicles on frozen caves"=0.6
    D:"Probability of less generation arid caves"=0.5
    D:"Probability of more water fountains on wet caves"=0.1
    D:"Probability of sandstone stalactites on arid caves"=0.5
    D:"Probability of vines on jungle caves"=0.5
}


general {
    I:"Chance for a fossil node to generate"=5
    I:"Chance for a skull to be added in chests"=50
    I:"Flora light level"=5
    I:"Max height at which to generate"=80
    I:"Max length of structure generation"=8
    B:"Solid stalactites/stalgmites"=false
    B:"Stalgmites damage entities when fallen on"=false
    I:"times to attempt generating per chunk"=40
}


"non biome specific" {
    I:"Max height at which to generate glowcaps on normal biomes"=30
    D:"Probability of Stalactites/stalagmites"=0.5
    D:"Probability of glowing mushrooms on caves"=0.1
    D:"Probability of skulls"=1.0E-4
    D:"Probability of spider webs"=0.15
    D:"Probability of vines on caves"=0.1
}


permissions {
    S:"Block white list"=stone,grass,dirt,cobblestone,gravel,gold_ore,iron_ore,coal_ore,lapis_ore,sandstone,diamond_ore,redstone_ore,lit_redstone_ore,ice,snow,clay,monster_egg,emerald_ore

    # Worlds where generation won't occur, by dimension ids. Use [id1;id2] to add a range of id, prefix with - to exclude.
    S:"Dimension Blacklist"=-1,1
    B:"Generate Sandstone stalactites on arid biomes"=true
    B:"Generate flora on caves"=true
    B:"Generate stalactites on caves"=true
}


END: "/config/wildcaves3.cfg"

START: "C:/Users/Tom/AppData/Local/Temp/skin2029060295230922497.tmp"
"skin config" {

    sizes {
        I:BackgroundHeight=51
        I:BackgroundWidth=49
        I:FrameHeight=64
        I:FrameWidth=178
        I:HealthBarHeight=17
        I:HealthBarWidth=112
        I:MobTypeSizeHeight=18
        I:MobTypeSizeWidth=18
        I:NamePlateHeight=12
        I:NamePlateWidth=112
        I:PotionBoxHeight=22
        I:PotionBoxSidesWidth=4
    }

    positions {
        I:BackgroundXOffset=-4
        I:BackgroundYOffset=-4
        I:FrameXOffset=-15
        I:FrameYOffset=-5
        I:HealthBarXOffset=49
        I:HealthBarYOffset=13
        I:MobPreviewOffsetX=-4
        I:MobPreviewOffsetY=-3
        I:MobTypeOffsetX=-13
        I:MobTypeOffsetY=39
        I:NamePlateXOffset=49
        I:NamePlateYOffset=0
        I:PotionBoxOffsetX=48
        I:PotionBoxOffsetY=31
    }

    textsettings {
        S:HealthTextColor=FFFFFF
        S:NameTextColor=FFFFFF
    }

    info {
        S:Author=rich1051414
        S:SkinName=Clean
    }

    ordering {
        I:BackgroundOrder=1
        I:FrameOrder=5
        I:HealthBarOrder=3
        I:HealthBarTextOrder=8
        I:MobPreviewOrder=2
        I:MobTypeOrder=6
        I:NamePlateOrder=4
        I:NamePlateTextOrder=9
        I:PotionBoxOrder=7
    }

}


END: "C:/Users/Tom/AppData/Local/Temp/skin2029060295230922497.tmp"

START: "C:/Users/Tom/AppData/Local/Temp/skin4264355518651752594.tmp"
"skin config" {

    sizes {
        I:BackgroundHeight=51
        I:BackgroundWidth=49
        I:FrameHeight=64
        I:FrameWidth=178
        I:HealthBarHeight=17
        I:HealthBarWidth=112
        I:MobTypeSizeHeight=18
        I:MobTypeSizeWidth=18
        I:NamePlateHeight=12
        I:NamePlateWidth=112
        I:PotionBoxHeight=22
        I:PotionBoxSidesWidth=4
    }

    positions {
        I:BackgroundXOffset=-4
        I:BackgroundYOffset=-4
        I:FrameXOffset=-15
        I:FrameYOffset=-5
        I:HealthBarXOffset=49
        I:HealthBarYOffset=13
        I:MobPreviewOffsetX=-4
        I:MobPreviewOffsetY=-3
        I:MobTypeOffsetX=-13
        I:MobTypeOffsetY=39
        I:NamePlateXOffset=49
        I:NamePlateYOffset=0
        I:PotionBoxOffsetX=48
        I:PotionBoxOffsetY=31
    }

    textsettings {
        S:HealthTextColor=FFFFFF
        S:NameTextColor=FFFFFF
    }

    info {
        S:Author=rich1051414
        S:SkinName=Clean
    }

    ordering {
        I:BackgroundOrder=1
        I:FrameOrder=5
        I:HealthBarOrder=3
        I:HealthBarTextOrder=8
        I:MobPreviewOrder=2
        I:MobTypeOrder=6
        I:NamePlateOrder=4
        I:NamePlateTextOrder=9
        I:PotionBoxOrder=7
    }

}


END: "C:/Users/Tom/AppData/Local/Temp/skin4264355518651752594.tmp"

START: "C:/Users/Tom/AppData/Local/Temp/skin7954594635872806841.tmp"
"skin config" {

    sizes {
        I:BackgroundHeight=51
        I:BackgroundWidth=49
        I:FrameHeight=64
        I:FrameWidth=178
        I:HealthBarHeight=17
        I:HealthBarWidth=112
        I:MobTypeSizeHeight=18
        I:MobTypeSizeWidth=18
        I:NamePlateHeight=12
        I:NamePlateWidth=112
        I:PotionBoxHeight=22
        I:PotionBoxSidesWidth=4
    }

    positions {
        I:BackgroundXOffset=-4
        I:BackgroundYOffset=-4
        I:FrameXOffset=-15
        I:FrameYOffset=-5
        I:HealthBarXOffset=49
        I:HealthBarYOffset=13
        I:MobPreviewOffsetX=-4
        I:MobPreviewOffsetY=-3
        I:MobTypeOffsetX=-13
        I:MobTypeOffsetY=39
        I:NamePlateXOffset=49
        I:NamePlateYOffset=0
        I:PotionBoxOffsetX=48
        I:PotionBoxOffsetY=31
    }

    textsettings {
        S:HealthTextColor=FFFFFF
        S:NameTextColor=FFFFFF
    }

    info {
        S:Author=rich1051414
        S:SkinName=Clean
    }

    ordering {
        I:BackgroundOrder=1
        I:FrameOrder=5
        I:HealthBarOrder=3
        I:HealthBarTextOrder=8
        I:MobPreviewOrder=2
        I:MobTypeOrder=6
        I:NamePlateOrder=4
        I:NamePlateTextOrder=9
        I:PotionBoxOrder=7
    }

}


END: "C:/Users/Tom/AppData/Local/Temp/skin7954594635872806841.tmp"

