#Should TF Compatibility load? Turn off if TF's Compatibility is causing crashes or if not desired.
doCompat = true
#The dimension you can always travel to the Twilight Forest from, as well as the dimension you will return to. Defaults to the overworld. (domain:regname).
originDimension = "minecraft:overworld"
#Allow portals to the Twilight Forest to be made outside of the 'origin' dimension. May be considered an exploit.
allowPortalsInOtherDimensions = false
#Allow portals only for admins (Operators). This severely reduces the range in which the mod usually scans for valid portal conditions, and it scans near ops only.
adminOnlyPortals = false
#Disable Twilight Forest portal creation entirely. Provided for server operators looking to restrict action to the dimension.
disablePortalCreation = false
#Determines if new portals should be pre-checked for safety. If enabled, portals will fail to form rather than redirect to a safe alternate destination.
#Note that enabling this also reduces the rate at which portal formation checks are performed.
checkPortalDestination = false
#Set this true if you want the lightning that zaps the portal to not set things on fire. For those who don't like fun.
portalLightning = false
#If false, the return portal will require the activation item.
shouldReturnPortalBeUsable = true
#Sets the default value of the game rule controlling enforced progression.
progressionRuleDefault = true
#Disable the uncrafting function of the uncrafting table. Provided as an option when interaction with other mods produces exploitable recipes.
disableUncrafting = false
#If true, Keepsake Caskets that are spawned when a player dies will not be accessible by other players. Use this if you dont want people taking from other people's death caskets. NOTE: server operators will still be able to open locked caskets.
uuid_locking = false

#Settings that are not reversible without consequences.
["Dimension Settings"]
	#If true, players spawning for the first time will spawn in the Twilight Forest.
	newPlayersSpawnInTF = false
	#If true, Twilight Forest will generate as a void except for Major Structures
	skylightForest = false
	#If true, giant Twilight Oaks will also spawn in void worlds
	skylightOaks = true
	#Destination dimension for Twilight Portals and some other logic as well
	twilightDimensionID = "twilightforest:twilightforest"

	#Weights for various small features
	["Dimension Settings"."World-Gen Weights"]
		#Range: > 0
		stoneCircleWeight = 10
		#Range: > 0
		wellWeight = 10
		#Range: > 0
		stalagmiteWeight = 12
		#Range: > 0
		foundationWeight = 10
		#Range: > 0
		monolithWeight = 10
		#Range: > 0
		groveRuinsWeight = 5
		#Range: > 0
		hollowStumpWeight = 12
		#Range: > 0
		fallenHollowLogWeight = 10
		#Range: > 0
		fallenSmallLogWeight = 10
		#Range: > 0
		druidHutWeight = 10

	#Defines custom stalactites generated in hollow hills.
	#Format is "modid:block size maxLength minHeight weight", where the properties are:
	#Size - the maximum length of the stalactite relative to the space between hill floor and ceiling,
	#Max length - maximum length of a stalactite in blocks,
	#Min height - minimum space between the hill floor and the stalactite to let it generate,
	#Weight - how often it generates.
	#
	#For example: "minecraft:iron_ore 0.7 8 1 24" would add a stalactite equal to the default iron ore stalactite.
	["Dimension Settings"."Custom Hollow Hill Stalactites"]
		#Blocks generating as stalactites in large hills only
		largeHill = []
		#Blocks generating as stalactites in medium and large hills
		mediumHill = []
		#If true, default stalactites and stalactites defined by other mods will not be used.
		useConfigOnly = false
		#Blocks generating as stalactites in all hills
		smallHill = []

#Lets you sacrifice various things to improve world performance.
["Performance Tweaks"]
	#Amount of canopy coverage. Lower numbers improve chunk generation speed at the cost of a thinner forest.
	#Range: 0.0 ~ 1.7976931348623157E308
	canopyCoverage = 1.7000000476837158
	#Chance that a chunk in the Twilight Forest will contain a twilight oak tree. Higher numbers reduce the number of trees, increasing performance.
	#Range: > 1
	twilightOakChance = 48
	#This controls the opacity of leaves, changing the amount of light blocked. Can be used to decrease complexity in some lighting checks.
	#Range: 0 ~ 255
	leavesLightOpacity = 1
	#Setting this true will make Twilight Glaciers generate with Packed Ice instead of regular translucent Ice, decreasing amount of light checking calculations.
	glacierPackedIce = false
	#If the dimension has per-block skylight values. Disabling this will significantly improve world generation performance, at the cost of flat lighting everywhere.
	#WARNING: Once chunks are loaded without skylight, that data is lost and cannot easily be regenerated. Be careful!
	enableSkylight = true

#We recommend downloading the Shield Parry mod for parrying, but these controls remain for without.
["Shield Parrying"]
	#Set to true to parry non-Twilight projectiles.
	parryNonTwilightAttacks = false
	#The amount of ticks after raising a shield that makes it OK to parry an arrow.
	#Range: > 0
	shieldParryTicksArrow = 40
	#The amount of ticks after raising a shield that makes it OK to parry a fireball.
	#Range: > 0
	shieldParryTicksFireball = 40
	#The amount of ticks after raising a shield that makes it OK to parry a thrown item.
	#Range: > 0
	shieldParryTicksThrowable = 40
	#Range: > 0
	shieldParryTicksBeam = 10

