#Allow falling at normal speed while the slow falling effect is active when sneaking. The player will still not take any fall damage.
slow_falling_quick_descent = true
#Show heart particles as long as an animal can breed after it has been fed.
permanent_breeding_hearts = true

[love_lantern]
	#Delay in ticks after which the lantern runs its effects again.
	#Range: > 1
	delay = 1200
	#Range on the xz-plane where this lantern affects entities.
	#Range: > -2147483648
	horizontal_range = 5
	#Range on the y-axis where this lantern affects entities.
	#Range: > -2147483648
	vertical_range = 3
	#Maximum animals of a certain type (e.g. sheep or pigs) before the love lamp stops breeding that type. All animals of a type are counted, also those that cannot breed (like babies).
	#Range: > 2
	max_animals = 12

[feral_lantern]
	#Delay in ticks after which the lantern runs its effects again.
	#Range: > 1
	delay = 20
	#The maximum light level at a checked position where the feral lamp will place a flare.
	#Range: 0 ~ 15
	max_light_level = 5
	#Range on the xz-plane where this lantern affects entities.
	#Range: > -2147483648
	horizontal_range = 40
	#The maximum amount of flares the feral lamp will place before destroying itself.
	#Range: 1 ~ 9999
	max_placed_flares = 100
	#Range on the y-axis where this lantern affects entities.
	#Range: > -2147483648
	vertical_range = 15

[withering_lantern]
	#Delay in ticks after which the lantern runs its effects again.
	#Range: > 1
	delay = 20
	#Range on the xz-plane where this lantern affects entities.
	#Range: > -2147483648
	horizontal_range = 7
	#Range on the y-axis where this lantern affects entities.
	#Range: > -2147483648
	vertical_range = 3
	#Duration in seconds this lamp's potion effect should be applied for to nearby entities.
	#Range: > 0
	effect_duration = 2

[boreal_lantern]
	#Delay in ticks after which the lantern runs its effects again.
	#Range: > 1
	delay = 2
	#Range on the xz-plane where this lantern affects entities.
	#Range: > -2147483648
	horizontal_range = 10
	#Range on the y-axis where this lantern affects entities.
	#Range: > -2147483648
	vertical_range = 10
	#Duration in seconds this lamp's potion effect should be applied for to nearby entities.
	#Range: > 0
	effect_duration = 5

[containing_lantern]
	#Range on the y-axis where this lantern affects entities.
	#Range: > -2147483648
	vertical_range = 3
	#Delay in ticks after which the lantern runs its effects again.
	#Range: > 1
	delay = 5
	#Range on the xz-plane where this lantern affects entities.
	#Range: > -2147483648
	horizontal_range = 10

[wailing_lantern]
	#Delay in ticks after which the lantern runs its effects again.
	#Range: > 1
	delay = 20
	#Range on the xz-plane where this lantern affects entities.
	#Range: > -2147483648
	horizontal_range = 10
	#Range on the y-axis where this lantern affects entities.
	#Range: > -2147483648
	vertical_range = 5
	#Duration in seconds this lamp's potion effect should be applied for to nearby entities.
	#Range: > 0
	effect_duration = 5

[cloud_lantern]
	#Delay in ticks after which the lantern runs its effects again.
	#Range: > 1
	delay = 80
	#Range on the xz-plane where this lantern affects entities.
	#Range: > -2147483648
	horizontal_range = 10
	#Range on the y-axis where this lantern affects entities.
	#Range: > -2147483648
	vertical_range = 10
	#Duration in seconds this lamp's potion effect should be applied for to nearby entities.
	#Range: > 0
	effect_duration = 9

[briliant_lantern]
	#Delay in ticks after which the lantern runs its effects again.
	#Range: > 1
	delay = 20
	#Animals the briliant lantern will not turn into experience.
	#Format for every entry is "<namespace>:<path>". Tags are supported, must be in the format of "#<namespace>:<path>". Namespace may be omitted to use "minecraft" by default. Path may use asterisk as wildcard parameter via pattern matching, e.g. "minecraft:*shulker_box" to match all shulker boxes no matter of color.
	blacklist = []
	#Range on the xz-plane where this lantern affects entities.
	#Range: > -2147483648
	horizontal_range = 4
	#Range on the y-axis where this lantern affects entities.
	#Range: > -2147483648
	vertical_range = 4

[life_lantern]
	#Range on the y-axis where this lantern affects entities.
	#Range: > -2147483648
	vertical_range = 3
	#Delay in ticks after which the lantern runs its effects again.
	#Range: > 1
	delay = 120
	#Range on the xz-plane where this lantern affects entities.
	#Range: > -2147483648
	horizontal_range = 5

[warding_lantern]
	#Range on the y-axis where this lantern affects entities.
	#Range: > -2147483648
	vertical_range = 5
	#Delay in ticks after which the lantern runs its effects again.
	#Range: > 1
	delay = 10
	#Range on the xz-plane where this lantern affects entities.
	#Range: > -2147483648
	horizontal_range = 10

