
[difficulty]
	#Display a warning to players trying to sleep, to remind them their difficulty may change. Sleeping is still allowed.
	warnWhenSleeping = true

	[difficulty.meter]
		#When to show the difficulty meter.
		# SOMETIMES will show the meter for a few seconds every so often.
		#KEYPRESS will make the meter keybinded
		#ALWAYS and NEVER should be obvious enough.
		show = "NEVER"
		#Show the difficulty meter for this many seconds (only on SOMETIMES mode)
		showDuration = 8.0

		[difficulty.meter.position]
			#Fine-tune the difficulty meter's position
			offsetX = 5
			#Fine-tune the difficulty meter's position
			offsetY = -30
			#Position of the difficulty meter.
			#Valid values: TOP_LEFT, TOP_CENTER, TOP_RIGHT, CENTER_LEFT, CENTER, CENTER_RIGHT, BOTTOM_LEFT, BOTTOM_CENTER, BOTTOM_RIGHT
			anchor = "BOTTOM_LEFT"

		[difficulty.meter.text]
			#Scale of text on the difficulty meter
			scale = 0.6

[debug]

	[debug.overlay]
		#Position of debug overlay
		#Valid values: TOP_LEFT, TOP_CENTER, TOP_RIGHT, CENTER_LEFT, CENTER, CENTER_RIGHT, BOTTOM_LEFT, BOTTOM_CENTER, BOTTOM_RIGHT
		anchor = "TOP_RIGHT"
		#Overlay text size, where 1 is standard-sized text
		textScale = 0.75

[hearts]

	[hearts.absorption]

		[hearts.absorption.text]
			#Fine-tune text position
			offsetX = 0
			#Fine-tune text position
			offsetY = 0
			#The color of the absorption text
			color = "#FFFFFF"
			#Style for absorption text. Because there is no 'max' value, the options are more limited.
			#Valid values: DISABLED, ROWS, HEALTH_ONLY
			style = "ROWS"

		[hearts.absorption.icons]
			#Style of absorption icons
			#Valid values: SHIELD, GOLD_OUTLINE, VANILLA
			style = "VANILLA"
			#The color of each row of absorption hearts. If the player has more rows than colors, it starts over from the beginning.
			colors = ["#BF0000", "#E66000", "#E69900", "#E6D300", "#99E600", "#4CE600", "#00E699", "#00E6E6", "#0099E6", "#0000E6", "#9900E6", "#D580FF", "#8C8C8C", "#E6E6E6"]

	[hearts.health]

		[hearts.health.tanks]
			#Enable heart tanks, the small icons above your hearts which indicate the number of filled health rows
			enabled = true

		#Settings for the text displayed next to the heart rows
		[hearts.health.text]
			#Fine-tune text position
			offsetX = 0
			#Fine-tune text position
			offsetY = 0
			#Health text scale, relative to its normal size (which varies by style)
			scale = 1.0
			#Style of health text
			#Valid values: DISABLED, ROWS, HEALTH_AND_MAX, HEALTH_ONLY
			style = "ROWS"

			[hearts.health.text.color]
				#Health text color style.
				#TRANSITION: Gradually goes from full color to empty color as health is lost
				#PSYCHEDELIC: Taste the rainbow!
				#SOLID: Just stays at full color regardless of health
				style = "TRANSITION"
				#Color when health is full or style is SOLID
				full = "#4CFF4C"
				#Color when health is empty and style is TRANSITION
				empty = "#FF4C4C"

		#Settings for heart rows
		[hearts.health.icons]
			#If true, heart colors will 'loop around' to the first color after going through the
			#entire list. Set false to have every row after the last have the same color.
			colorLooping = false
			#Heart style
			#REPLACE_ALL: All rows replaced with Scaling Health style hearts
			#REPLACE_AFTER_FIRST_ROW: Leave the first row vanilla style, Scaling Health style for additional rows
			#VANILLA: Do not change heart rendering (use this if you want another mod to handle heart rendering)
			style = "VANILLA"
			#The color of the last heart outline, if enabled (see lastHeartOutline)
			lastHeartOutlineColor = "#FFFFFF"
			#The color of each row of hearts. If the player has more rows than colors, it starts over from the beginning.
			colors = ["#BF0000", "#E66000", "#E69900", "#E6D300", "#99E600", "#4CE600", "#00E699", "#00E6E6", "#0099E6", "#0000E6", "#9900E6", "#D580FF", "#8C8C8C", "#E6E6E6"]
			#The player's highest heart will get an outline around it.
			lastHeartOutline = false

[blights]
	#whether the purple flame should render on blights or not.
	#This does not change whether the mob is a blight, only hides the effect.
	render = true

