
#Entity Armor Models Configurations
[eam]

	#General Settings
	[eam.general]
		#Set this to true if you want update notifications about the mod on world load.
		enableUpdateNotifications = true

	#Layer Settings
	[eam.layer]
		#Set this to true if you want the armor layer to be enabled.
		#This only affects vanilla mobs. Modded mobs are handled through their own mod.
		#Do note that the game must be restarted for the change to take place.
		enableArmorLayer = true
		#Set this to true if you want the held item layer to be enabled.
		#This only affects vanilla mobs. Modded mobs are handled through their own mod.
		#Do note that the game must be restarted for the change to take place.
		enableHeldItemLayer = false
		#Set this to true if you want the arrow layer to be enabled.
		#This only affects vanilla mobs. Modded mobs are handled through their own mod.
		#Do note that the game must be restarted for the change to take place.
		enableArrowLayer = true
		#Set this to true if you want the head layer to be enabled.
		#This only affects vanilla mobs. Modded mobs are handled through their own mod.
		#Do note that the game must be restarted for the change to take place.
		enableHeadLayer = true
		#Set this to true if you want the elytra layer to be enabled.
		#This only affects vanilla mobs. Modded mobs are handled through their own mod.
		#Do note that the game must be restarted for the change to take place.
		enableElytraLayer = true
		#Set this to true if you want the bee sting layer to be enabled.
		#This only affects vanilla mobs. Modded mobs are handled through their own mod.
		#Do note that the game must be restarted for the change to take place.
		enableBeeStingLayer = true

	#Entity Settings
	#Set true to enable the layers.
	[eam.entity]
		bat = true
		bee = true
		blaze = true
		cat = true
		cave_spider = true
		chicken = true
		cod = true
		cow = true
		creeper = true
		dolphin = true
		donkey = true
		drowned = true
		elder_guardian = true
		ender_dragon = true
		enderman = true
		endermite = true
		evoker = true
		fox = true
		ghast = true
		giant = true
		guardian = true
		hoglin = true
		horse = true
		husk = true
		illusioner = true
		iron_golem = true
		llama = true
		magma_cube = true
		mooshroom = true
		mule = true
		ocelot = true
		panda = true
		parrot = true
		phantom = true
		pig = true
		piglin = true
		piglin_brute = true
		pillager = true
		polar_bear = true
		pufferfish = true
		rabbit = true
		ravager = true
		salmon = true
		sheep = true
		shulker = true
		silverfish = true
		skeleton_horse = true
		skeleton = true
		slime = true
		snow_golem = true
		spider = true
		squid = true
		stray = true
		trader_llama = true
		tropical_fish = true
		turtle = true
		vex = true
		villager = true
		vindicator = true
		wandering_trader = true
		witch = true
		wither = true
		wither_skeleton = true
		wolf = true
		zoglin = true
		zombie_horse = true
		zombie = true
		zombified_piglin = true
		zombie_villager = true
		strider = true

	#Special Settings
	[eam.special]
		#Set this to true if you want Enderman to be rendered using the expanded texture rather than the vanilla one.
		#By default, Enderman use the space for arms and legs as the same texture so they will all have boots renderered onto them.
		#This fixes that issue by moving the arms texture to another layer.
		#Do note that the game must be restarted for the change to take place.
		endermanExpandedTexture = true
		#Set this to true if you want Creeper layers to be ordered correctly.
		#All this will do is fix a rendering issue when a charged creeper wears armor.
		#Since this rendering issue looks like a cool effect, I made it a config option.
		#Do note that the game must be restarted for the change to take place.
		creeperLayerRenderingOrdered = true
		#Set this to true if you want added layers to be located inside the slime gel.
		#Do note that the game must be restarted for the change to take place.
		inSlimeGel = false
		#Set this to true if you want the armor layer to split as the magma cube separates.
		#Do note that the game must be restarted for the change to take place.
		magmaCubeArmorLayerSanity = true

