
[defaults]
	#Whether blocks without specified block definitions should be given one by default (helpful for applying physics to mod blocks automatically).
	ApplyDefaultBlocks = false

	#A list of block IDs and namespace IDs which will be prevented from receiving a default physics definition.
	ApplyDefaultBlocksBlacklist = ["minecraft"]

	#Whether dimensions without specified world definitions should be given one by default (helpful for applying physics to mod dimensions automatically).
	ApplyDefaultWorlds = false

	#A list of dimension IDs which will be prevented from receiving a default world definition.
	ApplyDefaultWorldsBlacklist = []

	[defaults.default_block]
		#A reverse multiplier to apply to the vertical support mass of the block[s].
		#Range: 0.0 ~ 1.0
		BeamStrength = 0.0

		#The chance of the block[s] breaking after falling and landing.
		#Range: 0.0 ~ 1.0
		BreakChanceOnLanded = 0.2

		#Whether the block[s] should break instead of falling.
		BreakOnFalling = false

		#The minimum velocity, in meters per tick, the block[s] must land at before they have a chance of breaking.
		#Range: 0.0 ~ 1.7976931348623157E308
		BreakVelocityMinOnLanded = 0.5

		#The damage the block[s] will cause to entities after falling and landing on them.
		#Range: 0.0 ~ 1.7976931348623157E308
		EntityDamage = 2.0

		#Whether the block[s] should have a fake full-block collision box.
		FakeFullBlock = false

		#Whether the block[s] should be allowed to float on water.
		FloatsOnWater = false

		#Whether the block[s] should be allowed to horizontally attach to other blocks.
		IsAttachable = true

		#Whether the block[s] should be allowed to vertically attach to other blocks.
		IsHangable = true

		#The mass of the block[s], in kilograms.
		#Range: > 1
		Mass = 650

		#Whether the block[s] will receive chunk updates.
		ReceivesChunkUpdates = true

		#Whether the block[s] will receive neighbouring block updates.
		ReceivesNeighbourUpdates = true

		#The chance of the block[s] sliding after falling and landing.
		#Range: 0.0 ~ 1.0
		SlideChanceOnLanded = 0.6

		#The chance of the block[s] sliding after being placed.
		#Range: 0.0 ~ 1.0
		SlideChanceOnPlaced = 0.0

		#The maximum mass the block[s] can support horizontally and vertically.
		#Range: > 0
		SupportMass = 3000

[main]
	#The chance of crushable blocks dropping their items when crushed.
	#Range: 0.0 ~ 1.0
	CrushedBlockItemDropChance = 1.0

	#The chance of falling blocks dropping their items when broken.
	#Range: 0.0 ~ 1.0
	FallingBlockItemDropChance = 1.0

	#Whether falling blocks that fall into the same position should be relocated instead of broken.
	FallingBlockRelocation = true

	#Whether falling blocks should emit sounds.
	FallingBlockSounds = true

	#Whether physics for vanilla falling blocks should be overridden.
	OverrideVanillaPhysics = true

	#Specifies which physics engine to use for block physics calculations.
	#	0: Default
	#	1: Legacy
	#	2: Simple
	#Range: 0 ~ 2
	PhysicsEngine = 0

[performance]
	#Dictates the requirements for a chunk update (a full physics update on all its blocks).
	#	0: Chunks will update as they are loaded. (worst performance)
	#	1: Chunks will only update whenever the player enters or interacts with a chunk.
	#	2: Chunks will only update whenever the player interacts with a chunk.
	#	3: Chunks will not update. (best performance)
	#Range: 0 ~ 3
	ChunkUpdateMode = 0

	#The maximum distance, in chunks, where block physics are updated.
	#	+ Raise this value to allow blocks to fall from further away.
	#	- Lower this value to help improve performance.
	#Range: 0 ~ 32
	ChunkUpdateRange = 4

	#The maximum amount of falling blocks, per update, which can be added to the world.
	#	+ Raise this value to allow for faster falling structures.
	#	- Lower this value to help improve performance.
	#Range: 0 ~ 100
	FallingBlockFallRate = 2

	#The delay, in ticks, between movement update processing.
	#	+ Raise this value to help improve performance.
	#	- Lower this value to allow for faster falling structures.
	#Range: 0 ~ 20
	TickSkips = 0

