# Configuration file

~CONFIG_VERSION: 2.4

config {

    ##########################################################################################################
    # armorsets
    #--------------------------------------------------------------------------------------------------------#
    # Enable or disable armor sets.
    ##########################################################################################################

    armorsets {

        ##########################################################################################################
        # minecraft
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from Minecraft blocks.
        ##########################################################################################################

        minecraft {
            # Determines whether or not the Beacon armor should be generated.
            B:"beacon Armor"=true

            # Determines whether or not the Bedrock armor should be generated.
            B:"bedrock Armor"=true

            # Determines whether or not the Bone armor should be generated.
            B:"bone_block Armor"=true

            # Determines whether or not the Oak Bookshelf armor should be generated.
            B:"bookshelf Armor"=true

            # Determines whether or not the Brick armor should be generated.
            B:"brick_block Armor"=true

            # Determines whether or not the Mushroom armor should be generated.
            B:"brown_mushroom_block Armor"=true

            # Determines whether or not the Cactus armor should be generated.
            B:"cactus Armor"=true

            # Determines whether or not the Chain Command armor should be generated.
            B:"chain_command_block Armor"=true

            # Determines whether or not the Chorus Flower armor should be generated.
            B:"chorus_flower Armor"=true

            # Determines whether or not the Clay armor should be generated.
            B:"clay Armor"=true

            # Determines whether or not the Coal armor should be generated.
            B:"coal_block Armor"=true

            # Determines whether or not the Cobblestone armor should be generated.
            B:"cobblestone Armor"=true

            # Determines whether or not the Command armor should be generated.
            B:"command_block Armor"=true

            # Determines whether or not the Crafting Table armor should be generated.
            B:"crafting_table Armor"=true

            # Determines whether or not the Dirt armor should be generated.
            B:"dirt_0 Armor"=true

            # Determines whether or not the Coarse Dirt armor should be generated.
            B:"dirt_1 Armor"=true

            # Determines whether or not the Podzol armor should be generated.
            B:"dirt_2 Armor"=true

            # Determines whether or not the Dispenser armor should be generated.
            B:"dispenser Armor"=true

            # Determines whether or not the Dropper armor should be generated.
            B:"dropper Armor"=true

            # Determines whether or not the Emerald armor should be generated.
            B:"emerald_block Armor"=true

            # Determines whether or not the Enchantment Table armor should be generated.
            B:"enchanting_table Armor"=true

            # Determines whether or not the End Stone Brick armor should be generated.
            B:"end_bricks Armor"=true

            # Determines whether or not the End Stone armor should be generated.
            B:"end_stone Armor"=true

            # Determines whether or not the Ender Chest armor should be generated.
            B:"ender_chest Armor"=true

            # Determines whether or not the Furnace armor should be generated.
            B:"furnace Armor"=true

            # Determines whether or not the Glass armor should be generated.
            B:"glass Armor"=true

            # Determines whether or not the Glowstone armor should be generated.
            B:"glowstone Armor"=true

            # Determines whether or not the Grass armor should be generated.
            B:"grass Armor"=true

            # Determines whether or not the Gravel armor should be generated.
            B:"gravel Armor"=true

            # Determines whether or not the Hardened Clay armor should be generated.
            B:"hardened_clay Armor"=true

            # Determines whether or not the Hay Bale armor should be generated.
            B:"hay_block Armor"=true

            # Determines whether or not the Ice armor should be generated.
            B:"ice Armor"=true

            # Determines whether or not the Lapis Lazuli armor should be generated.
            B:"lapis_block Armor"=true

            # Determines whether or not the Acacia Leaves armor should be generated.
            B:"leaves2_0 Armor"=true

            # Determines whether or not the Dark Oak Leaves armor should be generated.
            B:"leaves2_1 Armor"=true

            # Determines whether or not the Oak Leaves armor should be generated.
            B:"leaves_0 Armor"=true

            # Determines whether or not the Spruce Leaves armor should be generated.
            B:"leaves_1 Armor"=true

            # Determines whether or not the Birch Leaves armor should be generated.
            B:"leaves_2 Armor"=true

            # Determines whether or not the Jungle Leaves armor should be generated.
            B:"leaves_3 Armor"=true

            # Determines whether or not the Jack o'Lantern armor should be generated.
            B:"lit_pumpkin Armor"=true

            # Determines whether or not the Acacia Wood armor should be generated.
            B:"log2_0 Armor"=true

            # Determines whether or not the Dark Oak Wood armor should be generated.
            B:"log2_1 Armor"=true

            # Determines whether or not the Oak Wood armor should be generated.
            B:"log_0 Armor"=true

            # Determines whether or not the Spruce Wood armor should be generated.
            B:"log_1 Armor"=true

            # Determines whether or not the Birch Wood armor should be generated.
            B:"log_2 Armor"=true

            # Determines whether or not the Jungle Wood armor should be generated.
            B:"log_3 Armor"=true

            # Determines whether or not the Magma armor should be generated.
            B:"magma Armor"=true

            # Determines whether or not the Melon armor should be generated.
            B:"melon_block Armor"=true

            # Determines whether or not the Moss Stone armor should be generated.
            B:"mossy_cobblestone Armor"=true

            # Determines whether or not the Mycelium armor should be generated.
            B:"mycelium Armor"=true

            # Determines whether or not the Nether Brick armor should be generated.
            B:"nether_brick Armor"=true

            # Determines whether or not the Nether Wart armor should be generated.
            B:"nether_wart_block Armor"=true

            # Determines whether or not the Netherrack armor should be generated.
            B:"netherrack Armor"=true

            # Determines whether or not the Note armor should be generated.
            B:"noteblock Armor"=true

            # Determines whether or not the Obsidian armor should be generated.
            B:"obsidian Armor"=true

            # Determines whether or not the Packed Ice armor should be generated.
            B:"packed_ice Armor"=true

            # Determines whether or not the Piston armor should be generated.
            B:"piston Armor"=true

            # Determines whether or not the Oak Wood Plank armor should be generated.
            B:"planks_0 Armor"=true

            # Determines whether or not the Spruce Wood Plank armor should be generated.
            B:"planks_1 Armor"=true

            # Determines whether or not the Birch Wood Plank armor should be generated.
            B:"planks_2 Armor"=true

            # Determines whether or not the Jungle Wood Plank armor should be generated.
            B:"planks_3 Armor"=true

            # Determines whether or not the Acacia Wood Plank armor should be generated.
            B:"planks_4 Armor"=true

            # Determines whether or not the Dark Oak Wood Plank armor should be generated.
            B:"planks_5 Armor"=true

            # Determines whether or not the Prismarine armor should be generated.
            B:"prismarine_0 Armor"=true

            # Determines whether or not the Prismarine Brick armor should be generated.
            B:"prismarine_1 Armor"=true

            # Determines whether or not the Dark Prismarine armor should be generated.
            B:"prismarine_2 Armor"=true

            # Determines whether or not the Pumpkin armor should be generated.
            B:"pumpkin Armor"=true

            # Determines whether or not the Purpur armor should be generated.
            B:"purpur_block Armor"=true

            # Determines whether or not the Purpur Pillar armor should be generated.
            B:"purpur_pillar Armor"=true

            # Determines whether or not the Quartz armor should be generated.
            B:"quartz_block_0 Armor"=true

            # Determines whether or not the Chiseled Quartz armor should be generated.
            B:"quartz_block_1 Armor"=true

            # Determines whether or not the Pillar Quartz armor should be generated.
            B:"quartz_block_2 Armor"=true

            # Determines whether or not the Mushroom armor should be generated.
            B:"red_mushroom_block Armor"=true

            # Determines whether or not the Red Nether Brick armor should be generated.
            B:"red_nether_brick Armor"=true

            # Determines whether or not the Red Sandstone armor should be generated.
            B:"red_sandstone_0 Armor"=true

            # Determines whether or not the Chiseled Red Sandstone armor should be generated.
            B:"red_sandstone_1 Armor"=true

            # Determines whether or not the Smooth Red Sandstone armor should be generated.
            B:"red_sandstone_2 Armor"=true

            # Determines whether or not the Redstone armor should be generated.
            B:"redstone_block Armor"=true

            # Determines whether or not the Redstone Lamp armor should be generated.
            B:"redstone_lamp Armor"=true

            # Determines whether or not the Sugar Cane armor should be generated.
            B:"reeds Armor"=true

            # Determines whether or not the Repeating Command armor should be generated.
            B:"repeating_command_block Armor"=true

            # Determines whether or not the Sand armor should be generated.
            B:"sand_0 Armor"=true

            # Determines whether or not the Red Sand armor should be generated.
            B:"sand_1 Armor"=true

            # Determines whether or not the Sandstone armor should be generated.
            B:"sandstone_0 Armor"=true

            # Determines whether or not the Chiseled Sandstone armor should be generated.
            B:"sandstone_1 Armor"=true

            # Determines whether or not the Smooth Sandstone armor should be generated.
            B:"sandstone_2 Armor"=true

            # Determines whether or not the Sea Lantern armor should be generated.
            B:"sea_lantern Armor"=true

            # Determines whether or not the Slime armor should be generated.
            B:"slime Armor"=true

            # Determines whether or not the Snow armor should be generated.
            B:"snow Armor"=true

            # Determines whether or not the Soul Sand armor should be generated.
            B:"soul_sand Armor"=true

            # Determines whether or not the Sponge armor should be generated.
            B:"sponge_0 Armor"=true

            # Determines whether or not the Wet Sponge armor should be generated.
            B:"sponge_1 Armor"=true

            # Determines whether or not the White Stained Glass armor should be generated.
            B:"stained_glass_0 Armor"=true

            # Determines whether or not the Orange Stained Glass armor should be generated.
            B:"stained_glass_1 Armor"=true

            # Determines whether or not the Purple Stained Glass armor should be generated.
            B:"stained_glass_10 Armor"=true

            # Determines whether or not the Blue Stained Glass armor should be generated.
            B:"stained_glass_11 Armor"=true

            # Determines whether or not the Brown Stained Glass armor should be generated.
            B:"stained_glass_12 Armor"=true

            # Determines whether or not the Green Stained Glass armor should be generated.
            B:"stained_glass_13 Armor"=true

            # Determines whether or not the Red Stained Glass armor should be generated.
            B:"stained_glass_14 Armor"=true

            # Determines whether or not the Black Stained Glass armor should be generated.
            B:"stained_glass_15 Armor"=true

            # Determines whether or not the Magenta Stained Glass armor should be generated.
            B:"stained_glass_2 Armor"=true

            # Determines whether or not the Light Blue Stained Glass armor should be generated.
            B:"stained_glass_3 Armor"=true

            # Determines whether or not the Yellow Stained Glass armor should be generated.
            B:"stained_glass_4 Armor"=true

            # Determines whether or not the Lime Stained Glass armor should be generated.
            B:"stained_glass_5 Armor"=true

            # Determines whether or not the Pink Stained Glass armor should be generated.
            B:"stained_glass_6 Armor"=true

            # Determines whether or not the Gray Stained Glass armor should be generated.
            B:"stained_glass_7 Armor"=true

            # Determines whether or not the Light Gray Stained Glass armor should be generated.
            B:"stained_glass_8 Armor"=true

            # Determines whether or not the Cyan Stained Glass armor should be generated.
            B:"stained_glass_9 Armor"=true

            # Determines whether or not the White Hardened Clay armor should be generated.
            B:"stained_hardened_clay_0 Armor"=true

            # Determines whether or not the Orange Hardened Clay armor should be generated.
            B:"stained_hardened_clay_1 Armor"=true

            # Determines whether or not the Purple Hardened Clay armor should be generated.
            B:"stained_hardened_clay_10 Armor"=true

            # Determines whether or not the Blue Hardened Clay armor should be generated.
            B:"stained_hardened_clay_11 Armor"=true

            # Determines whether or not the Brown Hardened Clay armor should be generated.
            B:"stained_hardened_clay_12 Armor"=true

            # Determines whether or not the Green Hardened Clay armor should be generated.
            B:"stained_hardened_clay_13 Armor"=true

            # Determines whether or not the Red Hardened Clay armor should be generated.
            B:"stained_hardened_clay_14 Armor"=true

            # Determines whether or not the Black Hardened Clay armor should be generated.
            B:"stained_hardened_clay_15 Armor"=true

            # Determines whether or not the Magenta Hardened Clay armor should be generated.
            B:"stained_hardened_clay_2 Armor"=true

            # Determines whether or not the Light Blue Hardened Clay armor should be generated.
            B:"stained_hardened_clay_3 Armor"=true

            # Determines whether or not the Yellow Hardened Clay armor should be generated.
            B:"stained_hardened_clay_4 Armor"=true

            # Determines whether or not the Lime Hardened Clay armor should be generated.
            B:"stained_hardened_clay_5 Armor"=true

            # Determines whether or not the Pink Hardened Clay armor should be generated.
            B:"stained_hardened_clay_6 Armor"=true

            # Determines whether or not the Gray Hardened Clay armor should be generated.
            B:"stained_hardened_clay_7 Armor"=true

            # Determines whether or not the Light Gray Hardened Clay armor should be generated.
            B:"stained_hardened_clay_8 Armor"=true

            # Determines whether or not the Cyan Hardened Clay armor should be generated.
            B:"stained_hardened_clay_9 Armor"=true

            # Determines whether or not the Sticky Piston armor should be generated.
            B:"sticky_piston Armor"=true

            # Determines whether or not the Stone armor should be generated.
            B:"stone_0 Armor"=true

            # Determines whether or not the Granite armor should be generated.
            B:"stone_1 Armor"=true

            # Determines whether or not the Polished Granite armor should be generated.
            B:"stone_2 Armor"=true

            # Determines whether or not the Diorite armor should be generated.
            B:"stone_3 Armor"=true

            # Determines whether or not the Polished Diorite armor should be generated.
            B:"stone_4 Armor"=true

            # Determines whether or not the Andesite armor should be generated.
            B:"stone_5 Armor"=true

            # Determines whether or not the Polished Andesite armor should be generated.
            B:"stone_6 Armor"=true

            # Determines whether or not the Stone Brick armor should be generated.
            B:"stonebrick_0 Armor"=true

            # Determines whether or not the Mossy Stone Brick armor should be generated.
            B:"stonebrick_1 Armor"=true

            # Determines whether or not the Cracked Stone Brick armor should be generated.
            B:"stonebrick_2 Armor"=true

            # Determines whether or not the Chiseled Stone Brick armor should be generated.
            B:"stonebrick_3 Armor"=true

            # Determines whether or not the TNT armor should be generated.
            B:"tnt Armor"=true

            # Determines whether or not the Wool armor should be generated.
            B:"wool_0 Armor"=true

            # Determines whether or not the Orange Wool armor should be generated.
            B:"wool_1 Armor"=true

            # Determines whether or not the Purple Wool armor should be generated.
            B:"wool_10 Armor"=true

            # Determines whether or not the Blue Wool armor should be generated.
            B:"wool_11 Armor"=true

            # Determines whether or not the Brown Wool armor should be generated.
            B:"wool_12 Armor"=true

            # Determines whether or not the Green Wool armor should be generated.
            B:"wool_13 Armor"=true

            # Determines whether or not the Red Wool armor should be generated.
            B:"wool_14 Armor"=true

            # Determines whether or not the Black Wool armor should be generated.
            B:"wool_15 Armor"=true

            # Determines whether or not the Magenta Wool armor should be generated.
            B:"wool_2 Armor"=true

            # Determines whether or not the Light Blue Wool armor should be generated.
            B:"wool_3 Armor"=true

            # Determines whether or not the Yellow Wool armor should be generated.
            B:"wool_4 Armor"=true

            # Determines whether or not the Lime Wool armor should be generated.
            B:"wool_5 Armor"=true

            # Determines whether or not the Pink Wool armor should be generated.
            B:"wool_6 Armor"=true

            # Determines whether or not the Gray Wool armor should be generated.
            B:"wool_7 Armor"=true

            # Determines whether or not the Light Gray Wool armor should be generated.
            B:"wool_8 Armor"=true

            # Determines whether or not the Cyan Wool armor should be generated.
            B:"wool_9 Armor"=true
        }

        ##########################################################################################################
        # extreme reactors
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from Extreme Reactors blocks.
        ##########################################################################################################

        "extreme reactors" {
            # Determines whether or not the Yellorium armor should be generated.
            B:"blockmetals_0 Armor"=true

            # Determines whether or not the Cyanite armor should be generated.
            B:"blockmetals_1 Armor"=true

            # Determines whether or not the Graphite armor should be generated.
            B:"blockmetals_2 Armor"=true

            # Determines whether or not the Blutonium armor should be generated.
            B:"blockmetals_3 Armor"=true

            # Determines whether or not the Ludicrite armor should be generated.
            B:"blockmetals_4 Armor"=true

            # Determines whether or not the Steel armor should be generated.
            B:"blockmetals_5 Armor"=true
        }

        "actually additions" {
            B:"blockcrystal_0 Armor"=true
            B:"blockcrystal_1 Armor"=true
            B:"blockcrystal_2 Armor"=true
            B:"blockcrystal_3 Armor"=true
            B:"blockcrystal_4 Armor"=true
            B:"blockcrystal_5 Armor"=true
            B:"blockcrystal_6 Armor"=false
            B:"blockcrystalempowered_0 Armor"=true
            B:"blockcrystalempowered_1 Armor"=true
            B:"blockcrystalempowered_2 Armor"=true
            B:"blockcrystalempowered_3 Armor"=true
            B:"blockcrystalempowered_4 Armor"=true
            B:"blockcrystalempowered_5 Armor"=true
            B:"blocklamppowerer Armor"=true
            B:"blockmisc_0 Armor"=true
            B:"blockmisc_1 Armor"=true
            B:"blockmisc_2 Armor"=true
            B:"blockmisc_4 Armor"=true
            B:"blockmisc_5 Armor"=true
            B:"blockmisc_6 Armor"=true
            B:"blockmisc_7 Armor"=true
            B:"blockmisc_8 Armor"=true
            B:"blockmisc_9 Armor"=true
            B:"blocktestifibucksgreenwall Armor"=true
            B:"blocktestifibuckswhitewall Armor"=true
            B:"blocktreasurechest Armor"=true
        }

        "applied energistics 2" {
            B:"chiseled_quartz_block Armor"=true
            B:"fluix_block Armor"=true
            B:"matrix_frame Armor"=false
            B:"quartz_block Armor"=true
            B:"quartz_glass Armor"=true
            B:"quartz_pillar Armor"=true
            B:"quartz_vibrant_glass Armor"=true
            B:"sky_stone_block Armor"=true
            B:"sky_stone_brick Armor"=true
            B:"sky_stone_small_brick Armor"=true
            B:"smooth_sky_stone_block Armor"=true
        }

        "extra utilities 2" {
            B:"angelblock Armor"=false
            B:"compressedcobblestone_0 Armor"=false
            B:"compressedcobblestone_1 Armor"=false
            B:"compressedcobblestone_2 Armor"=false
            B:"compressedcobblestone_3 Armor"=false
            B:"compressedcobblestone_4 Armor"=false
            B:"compressedcobblestone_5 Armor"=false
            B:"compressedcobblestone_6 Armor"=false
            B:"compressedcobblestone_7 Armor"=false
            B:"compresseddirt_0 Armor"=false
            B:"compresseddirt_1 Armor"=false
            B:"compresseddirt_2 Armor"=false
            B:"compresseddirt_3 Armor"=false
            B:"compressedgravel_0 Armor"=false
            B:"compressedgravel_1 Armor"=false
            B:"compressednetherrack_0 Armor"=false
            B:"compressednetherrack_1 Armor"=false
            B:"compressednetherrack_2 Armor"=false
            B:"compressednetherrack_3 Armor"=false
            B:"compressednetherrack_4 Armor"=false
            B:"compressednetherrack_5 Armor"=false
            B:"compressedsand_0 Armor"=false
            B:"compressedsand_1 Armor"=false
            B:"cursedearth Armor"=false
            B:"decorativebedrock_0 Armor"=false
            B:"decorativebedrock_1 Armor"=false
            B:"decorativebedrock_2 Armor"=false
            B:"decorativeglass_0 Armor"=false
            B:"decorativeglass_1 Armor"=false
            B:"decorativeglass_2 Armor"=false
            B:"decorativeglass_3 Armor"=false
            B:"decorativeglass_4 Armor"=false
            B:"decorativeglass_5 Armor"=false
            B:"decorativesolid_0 Armor"=false
            B:"decorativesolid_1 Armor"=false
            B:"decorativesolid_2 Armor"=false
            B:"decorativesolid_3 Armor"=false
            B:"decorativesolid_4 Armor"=false
            B:"decorativesolid_5 Armor"=false
            B:"decorativesolid_6 Armor"=false
            B:"decorativesolidwood_0 Armor"=false
            B:"decorativesolidwood_1 Armor"=false
            B:"decorativesolidwood_2 Armor"=false
            B:"ineffableglass_0 Armor"=false
            B:"ineffableglass_1 Armor"=false
            B:"ineffableglass_2 Armor"=false
            B:"ineffableglass_3 Armor"=false
            B:"redstoneclock Armor"=false
            B:"simpledecorative_0 Armor"=false
            B:"simpledecorative_1 Armor"=false
            B:"simpledecorative_2 Armor"=false
        }

        ##########################################################################################################
        # animania
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from Animania blocks.
        ##########################################################################################################

        animania {
            # Determines whether or not the Wool (Dorset, Brown) armor should be generated.
            B:"wool_dorset_brown Armor"=true

            # Determines whether or not the Wool (Friesian, Black) armor should be generated.
            B:"wool_friesian_black Armor"=true

            # Determines whether or not the Wool (Friesian, Brown) armor should be generated.
            B:"wool_friesian_brown Armor"=true

            # Determines whether or not the Wool (Jacob) armor should be generated.
            B:"wool_jacob Armor"=true

            # Determines whether or not the Wool (Merino, Brown) armor should be generated.
            B:"wool_merino_brown Armor"=true

            # Determines whether or not the Wool (Merino, White) armor should be generated.
            B:"wool_merino_white Armor"=true

            # Determines whether or not the Wool (Suffolk, Brown) armor should be generated.
            B:"wool_suffolk_brown Armor"=true
        }

        ##########################################################################################################
        # aroma1997's dimensional world
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from Aroma1997's Dimensional World blocks.
        ##########################################################################################################

        "aroma1997's dimensional world" {
            # Determines whether or not the Portal Frame armor should be generated.
            B:"portalframe Armor"=true
        }

        ##########################################################################################################
        # quark
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from Quark blocks.
        ##########################################################################################################

        quark {
            # Determines whether or not the Oak Bark armor should be generated.
            B:"bark_0 Armor"=true

            # Determines whether or not the Spruce Bark armor should be generated.
            B:"bark_1 Armor"=true

            # Determines whether or not the Birch Bark armor should be generated.
            B:"bark_2 Armor"=true

            # Determines whether or not the Jungle Bark armor should be generated.
            B:"bark_3 Armor"=true

            # Determines whether or not the Acacia Bark armor should be generated.
            B:"bark_4 Armor"=true

            # Determines whether or not the Dark Oak Bark armor should be generated.
            B:"bark_5 Armor"=true

            # Determines whether or not the Basalt armor should be generated.
            B:"basalt_0 Armor"=true

            # Determines whether or not the Polished Basalt armor should be generated.
            B:"basalt_1 Armor"=true

            # Determines whether or not the Biotite armor should be generated.
            B:"biotite_block_0 Armor"=true

            # Determines whether or not the Chiseled Biotite armor should be generated.
            B:"biotite_block_1 Armor"=true

            # Determines whether or not the Pillar Biotite armor should be generated.
            B:"biotite_block_2 Armor"=true

            # Determines whether or not the Blaze Lantern armor should be generated.
            B:"blaze_lantern Armor"=true

            # Determines whether or not the Carved Oak Wood armor should be generated.
            B:"carved_wood_0 Armor"=true

            # Determines whether or not the Carved Spruce Wood armor should be generated.
            B:"carved_wood_1 Armor"=true

            # Determines whether or not the Carved Birch Wood armor should be generated.
            B:"carved_wood_2 Armor"=true

            # Determines whether or not the Carved Jungle Wood armor should be generated.
            B:"carved_wood_3 Armor"=true

            # Determines whether or not the Carved Acacia Wood armor should be generated.
            B:"carved_wood_4 Armor"=true

            # Determines whether or not the Carved Dark Oak Wood armor should be generated.
            B:"carved_wood_5 Armor"=true

            # Determines whether or not the Charcoal armor should be generated.
            B:"charcoal_block Armor"=true

            # Determines whether or not the Charred Nether Brick armor should be generated.
            B:"charred_nether_bricks Armor"=true

            # Determines whether or not the White Cave Crystal armor should be generated.
            B:"crystal_0 Armor"=true

            # Determines whether or not the Red Cave Crystal armor should be generated.
            B:"crystal_1 Armor"=true

            # Determines whether or not the Orange Cave Crystal armor should be generated.
            B:"crystal_2 Armor"=true

            # Determines whether or not the Yellow Cave Crystal armor should be generated.
            B:"crystal_3 Armor"=true

            # Determines whether or not the Green Cave Crystal armor should be generated.
            B:"crystal_4 Armor"=true

            # Determines whether or not the Blue Cave Crystal armor should be generated.
            B:"crystal_5 Armor"=true

            # Determines whether or not the Indigo Cave Crystal armor should be generated.
            B:"crystal_6 Armor"=true

            # Determines whether or not the Violet Cave Crystal armor should be generated.
            B:"crystal_7 Armor"=true

            # Determines whether or not the Spruce Bookshelf armor should be generated.
            B:"custom_bookshelf_0 Armor"=true

            # Determines whether or not the Birch Bookshelf armor should be generated.
            B:"custom_bookshelf_1 Armor"=true

            # Determines whether or not the Jungle Bookshelf armor should be generated.
            B:"custom_bookshelf_2 Armor"=true

            # Determines whether or not the Acacia Bookshelf armor should be generated.
            B:"custom_bookshelf_3 Armor"=true

            # Determines whether or not the Dark Oak Bookshelf armor should be generated.
            B:"custom_bookshelf_4 Armor"=true

            # Determines whether or not the Hardened Clay Tiles armor should be generated.
            B:"hardened_clay_tiles Armor"=true

            # Determines whether or not the Iron Plate armor should be generated.
            B:"iron_plate Armor"=true

            # Determines whether or not the Limestone armor should be generated.
            B:"limestone_0 Armor"=true

            # Determines whether or not the Polished Limestone armor should be generated.
            B:"limestone_1 Armor"=true

            # Determines whether or not the Lit Redstone Lamp armor should be generated.
            B:"lit_lamp Armor"=true

            # Determines whether or not the Marble armor should be generated.
            B:"marble_0 Armor"=true

            # Determines whether or not the Polished Marble armor should be generated.
            B:"marble_1 Armor"=true

            # Determines whether or not the Midori armor should be generated.
            B:"midori_block Armor"=true

            # Determines whether or not the Midori Pillar armor should be generated.
            B:"midori_pillar Armor"=true

            # Determines whether or not the Polished Stone armor should be generated.
            B:"polished_stone Armor"=true

            # Determines whether or not the Sugar Cane armor should be generated.
            B:"reed_block Armor"=true

            # Determines whether or not the Polished Sandstone armor should be generated.
            B:"sandstone_new_0 Armor"=true

            # Determines whether or not the Sandstone Brick armor should be generated.
            B:"sandstone_new_1 Armor"=true

            # Determines whether or not the Polished Red Sandstone armor should be generated.
            B:"sandstone_new_2 Armor"=true

            # Determines whether or not the Red Sandstone Brick armor should be generated.
            B:"sandstone_new_3 Armor"=true

            # Determines whether or not the Polished Soul Sandstone armor should be generated.
            B:"sandstone_new_4 Armor"=true

            # Determines whether or not the Soul Sandstone Brick armor should be generated.
            B:"sandstone_new_5 Armor"=true

            # Determines whether or not the Sandy Brick armor should be generated.
            B:"sandy_bricks Armor"=true

            # Determines whether or not the Snow Brick armor should be generated.
            B:"snow_bricks Armor"=true

            # Determines whether or not the Soul Sandstone armor should be generated.
            B:"soul_sandstone_0 Armor"=true

            # Determines whether or not the Chiseled Soul Sandstone armor should be generated.
            B:"soul_sandstone_1 Armor"=true

            # Determines whether or not the Smooth Soul Sandstone armor should be generated.
            B:"soul_sandstone_2 Armor"=true

            # Determines whether or not the White Hardened Clay Tiles armor should be generated.
            B:"stained_clay_tiles_0 Armor"=true

            # Determines whether or not the Orange Hardened Clay Tiles armor should be generated.
            B:"stained_clay_tiles_1 Armor"=true

            # Determines whether or not the Purple Hardened Clay Tiles armor should be generated.
            B:"stained_clay_tiles_10 Armor"=true

            # Determines whether or not the Blue Hardened Clay Tiles armor should be generated.
            B:"stained_clay_tiles_11 Armor"=true

            # Determines whether or not the Brown Hardened Clay Tiles armor should be generated.
            B:"stained_clay_tiles_12 Armor"=true

            # Determines whether or not the Green Hardened Clay Tiles armor should be generated.
            B:"stained_clay_tiles_13 Armor"=true

            # Determines whether or not the Red Hardened Clay Tiles armor should be generated.
            B:"stained_clay_tiles_14 Armor"=true

            # Determines whether or not the Black Hardened Clay Tiles armor should be generated.
            B:"stained_clay_tiles_15 Armor"=true

            # Determines whether or not the Magenta Hardened Clay Tiles armor should be generated.
            B:"stained_clay_tiles_2 Armor"=true

            # Determines whether or not the Light Blue Hardened Clay Tiles armor should be generated.
            B:"stained_clay_tiles_3 Armor"=true

            # Determines whether or not the Yellow Hardened Clay Tiles armor should be generated.
            B:"stained_clay_tiles_4 Armor"=true

            # Determines whether or not the Lime Hardened Clay Tiles armor should be generated.
            B:"stained_clay_tiles_5 Armor"=true

            # Determines whether or not the Pink Hardened Clay Tiles armor should be generated.
            B:"stained_clay_tiles_6 Armor"=true

            # Determines whether or not the Gray Hardened Clay Tiles armor should be generated.
            B:"stained_clay_tiles_7 Armor"=true

            # Determines whether or not the Light Gray Hardened Clay Tiles armor should be generated.
            B:"stained_clay_tiles_8 Armor"=true

            # Determines whether or not the Cyan Hardened Clay Tiles armor should be generated.
            B:"stained_clay_tiles_9 Armor"=true

            # Determines whether or not the Thatch armor should be generated.
            B:"thatch Armor"=true

            # Determines whether or not the Vertical Oak Wood Plank armor should be generated.
            B:"vertical_planks_0 Armor"=true

            # Determines whether or not the Vertical Spruce Wood Plank armor should be generated.
            B:"vertical_planks_1 Armor"=true

            # Determines whether or not the Vertical Birch Wood Plank armor should be generated.
            B:"vertical_planks_2 Armor"=true

            # Determines whether or not the Vertical Jungle Wood Plank armor should be generated.
            B:"vertical_planks_3 Armor"=true

            # Determines whether or not the Vertical Acacia Wood Plank armor should be generated.
            B:"vertical_planks_4 Armor"=true

            # Determines whether or not the Vertical Dark Oak Wood Plank armor should be generated.
            B:"vertical_planks_5 Armor"=true

            # Determines whether or not the Granite Brick armor should be generated.
            B:"world_stone_bricks_0 Armor"=true

            # Determines whether or not the Diorite Brick armor should be generated.
            B:"world_stone_bricks_1 Armor"=true

            # Determines whether or not the Andesite Brick armor should be generated.
            B:"world_stone_bricks_2 Armor"=true

            # Determines whether or not the Basalt Brick armor should be generated.
            B:"world_stone_bricks_3 Armor"=true

            # Determines whether or not the Marble Brick armor should be generated.
            B:"world_stone_bricks_4 Armor"=true

            # Determines whether or not the Limestone Brick armor should be generated.
            B:"world_stone_bricks_5 Armor"=true
        }

        avaritia {
            B:"block_resource_0 Armor"=true
            B:"block_resource_1 Armor"=true
            B:"block_resource_2 Armor"=true
            B:"compressed_workbench Armor"=true
            B:"very_compressed_workbench Armor"=true
        }

        ##########################################################################################################
        # chance cubes
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from Chance Cubes blocks.
        ##########################################################################################################

        "chance cubes" {
            # Determines whether or not the Compact Giant Chance Cube armor should be generated.
            B:"compact_giant_chance_cube Armor"=true
        }

        ##########################################################################################################
        # chisel
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from Chisel blocks.
        ##########################################################################################################

        chisel {
            # Determines whether or not the Antiblock armor should be generated.
            B:"antiblock_0 Armor"=false

            # Determines whether or not the Coal Coke armor should be generated.
            B:"block_coal_coke_0 Armor"=false

            # Determines whether or not the Aluminum armor should be generated.
            B:"blockaluminum_0 Armor"=false

            # Determines whether or not the Bronze armor should be generated.
            B:"blockbronze_0 Armor"=false

            # Determines whether or not the Cobalt armor should be generated.
            B:"blockcobalt_0 Armor"=false

            # Determines whether or not the Copper armor should be generated.
            B:"blockcopper_0 Armor"=false

            # Determines whether or not the Electrum armor should be generated.
            B:"blockelectrum_0 Armor"=false

            # Determines whether or not the Invar armor should be generated.
            B:"blockinvar_0 Armor"=false

            # Determines whether or not the Lead armor should be generated.
            B:"blocklead_0 Armor"=false

            # Determines whether or not the Nickel armor should be generated.
            B:"blocknickel_0 Armor"=false

            # Determines whether or not the Platinum armor should be generated.
            B:"blockplatinum_0 Armor"=false

            # Determines whether or not the Silver armor should be generated.
            B:"blocksilver_0 Armor"=false

            # Determines whether or not the Steel armor should be generated.
            B:"blocksteel_0 Armor"=false

            # Determines whether or not the Tin armor should be generated.
            B:"blocktin_0 Armor"=false

            # Determines whether or not the Uranium armor should be generated.
            B:"blockuranium_0 Armor"=false

            # Determines whether or not the Chiseled Blood Rune armor should be generated.
            B:"bloodmagic_0 Armor"=false

            # Determines whether or not the Brownstone armor should be generated.
            B:"brownstone_0 Armor"=false

            # Determines whether or not the Cloud armor should be generated.
            B:"cloud_0 Armor"=false

            # Determines whether or not the Mossy Cobblestone armor should be generated.
            B:"cobblestonemossy_0 Armor"=false

            # Determines whether or not the Concrete armor should be generated.
            B:"concrete_0 Armor"=false

            # Determines whether or not the Black Concrete armor should be generated.
            B:"concrete_black_0 Armor"=false

            # Determines whether or not the Blue Concrete armor should be generated.
            B:"concrete_blue_0 Armor"=false

            # Determines whether or not the Brown Concrete armor should be generated.
            B:"concrete_brown_0 Armor"=false

            # Determines whether or not the Cyan Concrete armor should be generated.
            B:"concrete_cyan_0 Armor"=false

            # Determines whether or not the Gray Concrete armor should be generated.
            B:"concrete_gray_0 Armor"=false

            # Determines whether or not the Green Concrete armor should be generated.
            B:"concrete_green_0 Armor"=false

            # Determines whether or not the Light Blue Concrete armor should be generated.
            B:"concrete_lightblue_0 Armor"=false

            # Determines whether or not the Light Gray Concrete armor should be generated.
            B:"concrete_lightgray_0 Armor"=false

            # Determines whether or not the Lime Concrete armor should be generated.
            B:"concrete_lime_0 Armor"=false

            # Determines whether or not the Magenta Concrete armor should be generated.
            B:"concrete_magenta_0 Armor"=false

            # Determines whether or not the Orange Concrete armor should be generated.
            B:"concrete_orange_0 Armor"=false

            # Determines whether or not the Pink Concrete armor should be generated.
            B:"concrete_pink_0 Armor"=false

            # Determines whether or not the Concrete Powder armor should be generated.
            B:"concrete_powder_0 Armor"=false

            # Determines whether or not the Purple Concrete armor should be generated.
            B:"concrete_purple_0 Armor"=false

            # Determines whether or not the Red Concrete armor should be generated.
            B:"concrete_red_0 Armor"=false

            # Determines whether or not the White Concrete armor should be generated.
            B:"concrete_white_0 Armor"=false

            # Determines whether or not the Yellow Concrete armor should be generated.
            B:"concrete_yellow_0 Armor"=false

            # Determines whether or not the Endstone armor should be generated.
            B:"endstone_0 Armor"=false

            # Determines whether or not the Primal Voidstone armor should be generated.
            B:"energizedvoidstone_0 Armor"=false

            # Determines whether or not the Factory armor should be generated.
            B:"factory_0 Armor"=false

            # Determines whether or not the Futura armor should be generated.
            B:"futura_0 Armor"=false

            # Determines whether or not the Ice Pillar armor should be generated.
            B:"icepillar_0 Armor"=false

            # Determines whether or not the Iron Bars (WIP!) armor should be generated.
            B:"ironpane_0 Armor"=false

            # Determines whether or not the Laboratory armor should be generated.
            B:"laboratory_0 Armor"=false

            # Determines whether or not the Lavastone armor should be generated.
            B:"lavastone_0 Armor"=false

            # Determines whether or not the Marble Pillar armor should be generated.
            B:"marblepillar_0 Armor"=false

            # Determines whether or not the Nether Brick armor should be generated.
            B:"netherbrick_0 Armor"=false

            # Determines whether or not the Acacia Plank armor should be generated.
            B:"planks-acacia_0 Armor"=false

            # Determines whether or not the Birch Plank armor should be generated.
            B:"planks-birch_0 Armor"=false

            # Determines whether or not the Dark Oak Plank armor should be generated.
            B:"planks-dark-oak_0 Armor"=false

            # Determines whether or not the Jungle Plank armor should be generated.
            B:"planks-jungle_0 Armor"=false

            # Determines whether or not the Oak Plank armor should be generated.
            B:"planks-oak_0 Armor"=false

            # Determines whether or not the Spruce Plank armor should be generated.
            B:"planks-spruce_0 Armor"=false

            # Determines whether or not the Sandstone Scribbles armor should be generated.
            B:"sandstone-scribbles_0 Armor"=false

            # Determines whether or not the Temple armor should be generated.
            B:"temple_0 Armor"=false

            # Determines whether or not the Mossy Temple armor should be generated.
            B:"templemossy_0 Armor"=false

            # Determines whether or not the Tyrian armor should be generated.
            B:"tyrian_0 Armor"=false

            # Determines whether or not the Valentines' armor should be generated.
            B:"valentines_0 Armor"=false

            # Determines whether or not the Voidstone armor should be generated.
            B:"voidstone_0 Armor"=false

            # Determines whether or not the Runed Voidstone armor should be generated.
            B:"voidstonerunic_0 Armor"=false

            # Determines whether or not the Waterstone armor should be generated.
            B:"waterstone_0 Armor"=false
        }

        "colossal chests" {
            B:"chestwall_0 Armor"=true
        }

        ##########################################################################################################
        # ender io
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from Ender IO blocks.
        ##########################################################################################################

        "ender io" {
            # Determines whether or not the Machine Chassis (decoration block) armor should be generated.
            B:"blockdecoration1_0 Armor"=true

            # Determines whether or not the Blank Machine (decoration block) armor should be generated.
            B:"blockdecoration1_1 Armor"=true

            # Determines whether or not the Soul Machine Backs (decoration block) armor should be generated.
            B:"blockdecoration1_10 Armor"=true

            # Determines whether or not the Soul Machine with sides (decoration block) armor should be generated.
            B:"blockdecoration1_11 Armor"=true

            # Determines whether or not the Soul Machine width backs (decoration block) armor should be generated.
            B:"blockdecoration1_12 Armor"=true

            # Determines whether or not the Red Machine (decoration block) armor should be generated.
            B:"blockdecoration1_13 Armor"=true

            # Determines whether or not the Broken Spawner (decoration block) armor should be generated.
            B:"blockdecoration1_14 Armor"=true

            # Determines whether or not the Invisible (decoration block) armor should be generated.
            B:"blockdecoration1_15 Armor"=true

            # Determines whether or not the Machine Tops (decoration block) armor should be generated.
            B:"blockdecoration1_2 Armor"=true

            # Determines whether or not the Machine Sides (decoration block) armor should be generated.
            B:"blockdecoration1_3 Armor"=true

            # Determines whether or not the Machine Backs (decoration block) armor should be generated.
            B:"blockdecoration1_4 Armor"=true

            # Determines whether or not the Machine with sides (decoration block) armor should be generated.
            B:"blockdecoration1_5 Armor"=true

            # Determines whether or not the Machine width backs (decoration block) armor should be generated.
            B:"blockdecoration1_6 Armor"=true

            # Determines whether or not the Blank Soul Machine (decoration block) armor should be generated.
            B:"blockdecoration1_7 Armor"=true

            # Determines whether or not the Soul Machine Tops (decoration block) armor should be generated.
            B:"blockdecoration1_8 Armor"=true

            # Determines whether or not the Soul Machine Sides (decoration block) armor should be generated.
            B:"blockdecoration1_9 Armor"=true

            # Determines whether or not the Alloy Smelter (decoration block) armor should be generated.
            B:"blockdecoration2_0 Armor"=true

            # Determines whether or not the Item Buffer (decoration block) armor should be generated.
            B:"blockdecoration2_1 Armor"=true

            # Determines whether or not the Stirling Generator (decoration block) armor should be generated.
            B:"blockdecoration2_10 Armor"=true

            # Determines whether or not the Fluid Tank (decoration block) armor should be generated.
            B:"blockdecoration2_11 Armor"=true

            # Determines whether or not the Pressurized Fluid Tank (decoration block) armor should be generated.
            B:"blockdecoration2_12 Armor"=true

            # Determines whether or not the Travel Anchor (decoration block) armor should be generated.
            B:"blockdecoration2_13 Armor"=true

            # Determines whether or not the Vacuum Chest (decoration block) armor should be generated.
            B:"blockdecoration2_14 Armor"=true

            # Determines whether or not the Wireless Charger (decoration block) armor should be generated.
            B:"blockdecoration2_15 Armor"=true

            # Determines whether or not the Power Buffer (decoration block) armor should be generated.
            B:"blockdecoration2_2 Armor"=true

            # Determines whether or not the Omni Buffer (decoration block) armor should be generated.
            B:"blockdecoration2_3 Armor"=true

            # Determines whether or not the Creative Buffer (decoration block) armor should be generated.
            B:"blockdecoration2_4 Armor"=true

            # Determines whether or not the Crafter (decoration block) armor should be generated.
            B:"blockdecoration2_5 Armor"=true

            # Determines whether or not the Painting Machine (decoration block) armor should be generated.
            B:"blockdecoration2_6 Armor"=true

            # Determines whether or not the Power Monitor (decoration block) armor should be generated.
            B:"blockdecoration2_7 Armor"=true

            # Determines whether or not the SAG Mill (decoration block) armor should be generated.
            B:"blockdecoration2_8 Armor"=true

            # Determines whether or not the Slice'N'Splice (decoration block) armor should be generated.
            B:"blockdecoration2_9 Armor"=true

            # Determines whether or not the Fused Quartz armor should be generated.
            B:"blockfusedquartz_0 Armor"=true

            # Determines whether or not the Quite Clear Glass armor should be generated.
            B:"blockfusedquartz_1 Armor"=true

            # Determines whether or not the Enlightened Fused Quartz armor should be generated.
            B:"blockfusedquartz_2 Armor"=true

            # Determines whether or not the Enlightened Clear Glass armor should be generated.
            B:"blockfusedquartz_3 Armor"=true

            # Determines whether or not the Dark Fused Quartz armor should be generated.
            B:"blockfusedquartz_4 Armor"=true

            # Determines whether or not the Dark Clear Glass armor should be generated.
            B:"blockfusedquartz_5 Armor"=true

            # Determines whether or not the Electrical Steel armor should be generated.
            B:"blockingotstorage_0 Armor"=true

            # Determines whether or not the Energetic Alloy armor should be generated.
            B:"blockingotstorage_1 Armor"=true

            # Determines whether or not the Vibrant Alloy armor should be generated.
            B:"blockingotstorage_2 Armor"=true

            # Determines whether or not the Redstone Alloy armor should be generated.
            B:"blockingotstorage_3 Armor"=true

            # Determines whether or not the Conductive Iron armor should be generated.
            B:"blockingotstorage_4 Armor"=true

            # Determines whether or not the Pulsating Iron armor should be generated.
            B:"blockingotstorage_5 Armor"=true

            # Determines whether or not the Dark Steel armor should be generated.
            B:"blockingotstorage_6 Armor"=true

            # Determines whether or not the Soularium armor should be generated.
            B:"blockingotstorage_7 Armor"=true

            # Determines whether or not the Reinforced Obsidian armor should be generated.
            B:"blockreinforcedobsidian Armor"=true
        }

        ##########################################################################################################
        # thermal foundation
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from Thermal Foundation blocks.
        ##########################################################################################################

        "thermal foundation" {
            # Determines whether or not the Hardened Copper Glass armor should be generated.
            B:"glass_0 Armor"=true

            # Determines whether or not the Hardened Tin Glass armor should be generated.
            B:"glass_1 Armor"=true

            # Determines whether or not the Hardened Silver Glass armor should be generated.
            B:"glass_2 Armor"=true

            # Determines whether or not the Hardened Glass armor should be generated.
            B:"glass_3 Armor"=true

            # Determines whether or not the Hardened Aluminum Glass armor should be generated.
            B:"glass_4 Armor"=true

            # Determines whether or not the Hardened Nickel Glass armor should be generated.
            B:"glass_5 Armor"=true

            # Determines whether or not the Hardened Platinum Glass armor should be generated.
            B:"glass_6 Armor"=true

            # Determines whether or not the Hardened Iridium Glass armor should be generated.
            B:"glass_7 Armor"=true

            # Determines whether or not the Hardened Mana Infused Glass armor should be generated.
            B:"glass_8 Armor"=true

            # Determines whether or not the Hardened Steel Glass armor should be generated.
            B:"glass_alloy_0 Armor"=true

            # Determines whether or not the Hardened Electrum Glass armor should be generated.
            B:"glass_alloy_1 Armor"=true

            # Determines whether or not the Hardened Invar Glass armor should be generated.
            B:"glass_alloy_2 Armor"=true

            # Determines whether or not the Hardened Bronze Glass armor should be generated.
            B:"glass_alloy_3 Armor"=true

            # Determines whether or not the Hardened Constantan Glass armor should be generated.
            B:"glass_alloy_4 Armor"=true

            # Determines whether or not the Hardened Signalum Glass armor should be generated.
            B:"glass_alloy_5 Armor"=true

            # Determines whether or not the Hardened Lumium Glass armor should be generated.
            B:"glass_alloy_6 Armor"=true

            # Determines whether or not the Hardened Enderium Glass armor should be generated.
            B:"glass_alloy_7 Armor"=true

            # Determines whether or not the Black Rockwool armor should be generated.
            B:"rockwool_0 Armor"=true

            # Determines whether or not the Red Rockwool armor should be generated.
            B:"rockwool_1 Armor"=true

            # Determines whether or not the Lime Rockwool armor should be generated.
            B:"rockwool_10 Armor"=true

            # Determines whether or not the Yellow Rockwool armor should be generated.
            B:"rockwool_11 Armor"=true

            # Determines whether or not the Light Blue Rockwool armor should be generated.
            B:"rockwool_12 Armor"=true

            # Determines whether or not the Magenta Rockwool armor should be generated.
            B:"rockwool_13 Armor"=true

            # Determines whether or not the Orange Rockwool armor should be generated.
            B:"rockwool_14 Armor"=true

            # Determines whether or not the White Rockwool armor should be generated.
            B:"rockwool_15 Armor"=true

            # Determines whether or not the Green Rockwool armor should be generated.
            B:"rockwool_2 Armor"=true

            # Determines whether or not the Brown Rockwool armor should be generated.
            B:"rockwool_3 Armor"=true

            # Determines whether or not the Blue Rockwool armor should be generated.
            B:"rockwool_4 Armor"=true

            # Determines whether or not the Purple Rockwool armor should be generated.
            B:"rockwool_5 Armor"=true

            # Determines whether or not the Cyan Rockwool armor should be generated.
            B:"rockwool_6 Armor"=true

            # Determines whether or not the Light Gray Rockwool armor should be generated.
            B:"rockwool_7 Armor"=true

            # Determines whether or not the Gray Rockwool armor should be generated.
            B:"rockwool_8 Armor"=true

            # Determines whether or not the Pink Rockwool armor should be generated.
            B:"rockwool_9 Armor"=true

            # Determines whether or not the Copper armor should be generated.
            B:"storage_0 Armor"=true

            # Determines whether or not the Tin armor should be generated.
            B:"storage_1 Armor"=true

            # Determines whether or not the Silver armor should be generated.
            B:"storage_2 Armor"=true

            # Determines whether or not the Lead armor should be generated.
            B:"storage_3 Armor"=true

            # Determines whether or not the Aluminum armor should be generated.
            B:"storage_4 Armor"=true

            # Determines whether or not the Nickel armor should be generated.
            B:"storage_5 Armor"=true

            # Determines whether or not the Platinum armor should be generated.
            B:"storage_6 Armor"=true

            # Determines whether or not the Iridium armor should be generated.
            B:"storage_7 Armor"=true

            # Determines whether or not the Mana Infused armor should be generated.
            B:"storage_8 Armor"=true

            # Determines whether or not the Electrum armor should be generated.
            B:"storage_alloy_1 Armor"=true

            # Determines whether or not the Invar armor should be generated.
            B:"storage_alloy_2 Armor"=true

            # Determines whether or not the Bronze armor should be generated.
            B:"storage_alloy_3 Armor"=true

            # Determines whether or not the Constantan armor should be generated.
            B:"storage_alloy_4 Armor"=true

            # Determines whether or not the Signalum armor should be generated.
            B:"storage_alloy_5 Armor"=true

            # Determines whether or not the Lumium armor should be generated.
            B:"storage_alloy_6 Armor"=true

            # Determines whether or not the Enderium armor should be generated.
            B:"storage_alloy_7 Armor"=true
        }

        ##########################################################################################################
        # draconic evolution
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from Draconic Evolution blocks.
        ##########################################################################################################

        "draconic evolution" {
            # Determines whether or not the Awakened Draconium armor should be generated.
            B:"draconic_block Armor"=true

            # Determines whether or not the Draconium armor should be generated.
            B:"draconium_block_0 Armor"=true

            # Determines whether or not the Charged Draconium armor should be generated.
            B:"draconium_block_1 Armor"=true

            # Determines whether or not the Draconium Infused Obsidian armor should be generated.
            B:"infused_obsidian Armor"=true
        }

        ##########################################################################################################
        # forestry
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from Forestry blocks.
        ##########################################################################################################

        forestry {
            # Determines whether or not the Bog Earth armor should be generated.
            B:"bogearth_0 Armor"=true

            # Determines whether or not the Peat armor should be generated.
            B:"bogearth_3 Armor"=true

            # Determines whether or not the Humus armor should be generated.
            B:"humus_0 Armor"=true

            # Determines whether or not the Apple Oak Leaves armor should be generated.
            B:"leaves.decorative.0_0 Armor"=false

            # Determines whether or not the Red Spruce Leaves armor should be generated.
            B:"leaves.decorative.0_10 Armor"=false

            # Determines whether or not the Mundane Larch Leaves armor should be generated.
            B:"leaves.decorative.0_11 Armor"=false

            # Determines whether or not the Bull Pine Leaves armor should be generated.
            B:"leaves.decorative.0_12 Armor"=false

            # Determines whether or not the Coast Sequoia Leaves armor should be generated.
            B:"leaves.decorative.0_13 Armor"=false

            # Determines whether or not the Giant Sequoia Leaves armor should be generated.
            B:"leaves.decorative.0_14 Armor"=false

            # Determines whether or not the Silver Birch Leaves armor should be generated.
            B:"leaves.decorative.0_2 Armor"=false

            # Determines whether or not the Silver Lime Leaves armor should be generated.
            B:"leaves.decorative.0_3 Armor"=false

            # Determines whether or not the Common Walnut Leaves armor should be generated.
            B:"leaves.decorative.0_4 Armor"=false

            # Determines whether or not the Sweet Chestnut Leaves armor should be generated.
            B:"leaves.decorative.0_5 Armor"=false

            # Determines whether or not the Hill Cherry Leaves armor should be generated.
            B:"leaves.decorative.0_6 Armor"=false

            # Determines whether or not the Lemon Leaves armor should be generated.
            B:"leaves.decorative.0_7 Armor"=false

            # Determines whether or not the Plum Leaves armor should be generated.
            B:"leaves.decorative.0_8 Armor"=false

            # Determines whether or not the Sugar Maple Leaves armor should be generated.
            B:"leaves.decorative.0_9 Armor"=false

            # Determines whether or not the Teak Leaves armor should be generated.
            B:"leaves.decorative.1_0 Armor"=false

            # Determines whether or not the Ipe Leaves armor should be generated.
            B:"leaves.decorative.1_1 Armor"=false

            # Determines whether or not the Cocobolo Leaves armor should be generated.
            B:"leaves.decorative.1_10 Armor"=false

            # Determines whether or not the Wenge Leaves armor should be generated.
            B:"leaves.decorative.1_11 Armor"=false

            # Determines whether or not the Grandidier's Baobab Leaves armor should be generated.
            B:"leaves.decorative.1_12 Armor"=false

            # Determines whether or not the Blue Mahoe Leaves armor should be generated.
            B:"leaves.decorative.1_13 Armor"=false

            # Determines whether or not the White Willow Leaves armor should be generated.
            B:"leaves.decorative.1_14 Armor"=false

            # Determines whether or not the Sipiri Leaves armor should be generated.
            B:"leaves.decorative.1_15 Armor"=false

            # Determines whether or not the Kapok Leaves armor should be generated.
            B:"leaves.decorative.1_2 Armor"=false

            # Determines whether or not the Myrtle Ebony Leaves armor should be generated.
            B:"leaves.decorative.1_3 Armor"=false

            # Determines whether or not the Zebrawood Leaves armor should be generated.
            B:"leaves.decorative.1_4 Armor"=false

            # Determines whether or not the Yellow Meranti Leaves armor should be generated.
            B:"leaves.decorative.1_5 Armor"=false

            # Determines whether or not the Desert Acacia Leaves armor should be generated.
            B:"leaves.decorative.1_7 Armor"=false

            # Determines whether or not the Padauk Leaves armor should be generated.
            B:"leaves.decorative.1_8 Armor"=false

            # Determines whether or not the Balsa Leaves armor should be generated.
            B:"leaves.decorative.1_9 Armor"=false

            # Determines whether or not the Papaya Leaves armor should be generated.
            B:"leaves.decorative.2_0 Armor"=false

            # Determines whether or not the Date Palm Leaves armor should be generated.
            B:"leaves.decorative.2_1 Armor"=false

            # Determines whether or not the White Poplar Leaves armor should be generated.
            B:"leaves.decorative.2_2 Armor"=false

            # Determines whether or not the Larch Wood armor should be generated.
            B:"logs.0_0 Armor"=true

            # Determines whether or not the Teak Wood armor should be generated.
            B:"logs.0_1 Armor"=true

            # Determines whether or not the Desert Acacia Wood armor should be generated.
            B:"logs.0_2 Armor"=true

            # Determines whether or not the Lime Wood armor should be generated.
            B:"logs.0_3 Armor"=true

            # Determines whether or not the Chestnut Wood armor should be generated.
            B:"logs.1_0 Armor"=true

            # Determines whether or not the Wenge Wood armor should be generated.
            B:"logs.1_1 Armor"=true

            # Determines whether or not the Baobab Wood armor should be generated.
            B:"logs.1_2 Armor"=true

            # Determines whether or not the Sequoia Wood armor should be generated.
            B:"logs.1_3 Armor"=true

            # Determines whether or not the Kapok Wood armor should be generated.
            B:"logs.2_0 Armor"=true
            B:"logs.2_1 Armor"=true
            B:"logs.2_2 Armor"=true

            # Determines whether or not the Balsa Wood armor should be generated.
            B:"logs.2_3 Armor"=true
            B:"logs.3_0 Armor"=true

            # Determines whether or not the Walnut Wood armor should be generated.
            B:"logs.3_1 Armor"=true

            # Determines whether or not the Greenheart Wood armor should be generated.
            B:"logs.3_2 Armor"=true
            B:"logs.3_3 Armor"=true

            # Determines whether or not the Mahoe Wood armor should be generated.
            B:"logs.4_0 Armor"=true

            # Determines whether or not the Poplar Wood armor should be generated.
            B:"logs.4_1 Armor"=true
            B:"logs.4_2 Armor"=true

            # Determines whether or not the Papaya Wood armor should be generated.
            B:"logs.4_3 Armor"=true
            B:"logs.5_0 Armor"=true

            # Determines whether or not the Plum Wood armor should be generated.
            B:"logs.5_1 Armor"=true

            # Determines whether or not the Maple Wood armor should be generated.
            B:"logs.5_2 Armor"=true

            # Determines whether or not the Citrus Wood armor should be generated.
            B:"logs.5_3 Armor"=true

            # Determines whether or not the Giant Sequoia Wood armor should be generated.
            B:"logs.6_0 Armor"=true

            # Determines whether or not the Ipe Wood armor should be generated.
            B:"logs.6_1 Armor"=true

            # Determines whether or not the Padauk Wood armor should be generated.
            B:"logs.6_2 Armor"=true

            # Determines whether or not the Cocobolo Wood armor should be generated.
            B:"logs.6_3 Armor"=true

            # Determines whether or not the Zebrawood Wood armor should be generated.
            B:"logs.7_0 Armor"=true

            # Determines whether or not the Larch Wood (Fireproof) armor should be generated.
            B:"logs.fireproof.0_0 Armor"=true

            # Determines whether or not the Teak Wood (Fireproof) armor should be generated.
            B:"logs.fireproof.0_1 Armor"=true

            # Determines whether or not the Desert Acacia Wood (Fireproof) armor should be generated.
            B:"logs.fireproof.0_2 Armor"=true

            # Determines whether or not the Lime Wood (Fireproof) armor should be generated.
            B:"logs.fireproof.0_3 Armor"=true

            # Determines whether or not the Chestnut Wood (Fireproof) armor should be generated.
            B:"logs.fireproof.1_0 Armor"=true

            # Determines whether or not the Wenge Wood (Fireproof) armor should be generated.
            B:"logs.fireproof.1_1 Armor"=true

            # Determines whether or not the Baobab Wood (Fireproof) armor should be generated.
            B:"logs.fireproof.1_2 Armor"=true

            # Determines whether or not the Sequoia Wood (Fireproof) armor should be generated.
            B:"logs.fireproof.1_3 Armor"=true

            # Determines whether or not the Kapok Wood (Fireproof) armor should be generated.
            B:"logs.fireproof.2_0 Armor"=true

            # Determines whether or not the Ebony Wood (Fireproof) armor should be generated.
            B:"logs.fireproof.2_1 Armor"=true

            # Determines whether or not the Mahogany Wood (Fireproof) armor should be generated.
            B:"logs.fireproof.2_2 Armor"=true

            # Determines whether or not the Balsa Wood (Fireproof) armor should be generated.
            B:"logs.fireproof.2_3 Armor"=true

            # Determines whether or not the Willow Wood (Fireproof) armor should be generated.
            B:"logs.fireproof.3_0 Armor"=true

            # Determines whether or not the Walnut Wood (Fireproof) armor should be generated.
            B:"logs.fireproof.3_1 Armor"=true

            # Determines whether or not the Greenheart Wood (Fireproof) armor should be generated.
            B:"logs.fireproof.3_2 Armor"=true

            # Determines whether or not the Cherry Wood (Fireproof) armor should be generated.
            B:"logs.fireproof.3_3 Armor"=true

            # Determines whether or not the Mahoe Wood (Fireproof) armor should be generated.
            B:"logs.fireproof.4_0 Armor"=true

            # Determines whether or not the Poplar Wood (Fireproof) armor should be generated.
            B:"logs.fireproof.4_1 Armor"=true

            # Determines whether or not the Palm Wood (Fireproof) armor should be generated.
            B:"logs.fireproof.4_2 Armor"=true

            # Determines whether or not the Papaya Wood (Fireproof) armor should be generated.
            B:"logs.fireproof.4_3 Armor"=true

            # Determines whether or not the Pine Wood (Fireproof) armor should be generated.
            B:"logs.fireproof.5_0 Armor"=true

            # Determines whether or not the Plum Wood (Fireproof) armor should be generated.
            B:"logs.fireproof.5_1 Armor"=true

            # Determines whether or not the Maple Wood (Fireproof) armor should be generated.
            B:"logs.fireproof.5_2 Armor"=true

            # Determines whether or not the Citrus Wood (Fireproof) armor should be generated.
            B:"logs.fireproof.5_3 Armor"=true

            # Determines whether or not the Giant Sequoia Wood (Fireproof) armor should be generated.
            B:"logs.fireproof.6_0 Armor"=true

            # Determines whether or not the Ipe Wood (Fireproof) armor should be generated.
            B:"logs.fireproof.6_1 Armor"=true

            # Determines whether or not the Padauk Wood (Fireproof) armor should be generated.
            B:"logs.fireproof.6_2 Armor"=true

            # Determines whether or not the Cocobolo Wood (Fireproof) armor should be generated.
            B:"logs.fireproof.6_3 Armor"=true

            # Determines whether or not the Zebrawood Wood (Fireproof) armor should be generated.
            B:"logs.fireproof.7_0 Armor"=true

            # Determines whether or not the Oak Wood (Fireproof) armor should be generated.
            B:"logs.vanilla.fireproof.0_0 Armor"=true

            # Determines whether or not the Spruce Wood (Fireproof) armor should be generated.
            B:"logs.vanilla.fireproof.0_1 Armor"=true

            # Determines whether or not the Birch Wood (Fireproof) armor should be generated.
            B:"logs.vanilla.fireproof.0_2 Armor"=true

            # Determines whether or not the Jungle Wood (Fireproof) armor should be generated.
            B:"logs.vanilla.fireproof.0_3 Armor"=true

            # Determines whether or not the Acacia Wood (Fireproof) armor should be generated.
            B:"logs.vanilla.fireproof.1_0 Armor"=true

            # Determines whether or not the Dark Oak Wood (Fireproof) armor should be generated.
            B:"logs.vanilla.fireproof.1_1 Armor"=true

            # Determines whether or not the Larch Wood Plank armor should be generated.
            B:"planks.0_0 Armor"=true

            # Determines whether or not the Teak Wood Plank armor should be generated.
            B:"planks.0_1 Armor"=true
            B:"planks.0_10 Armor"=true

            # Determines whether or not the Balsa Wood Plank armor should be generated.
            B:"planks.0_11 Armor"=true
            B:"planks.0_12 Armor"=true

            # Determines whether or not the Walnut Wood Plank armor should be generated.
            B:"planks.0_13 Armor"=true

            # Determines whether or not the Greenheart Wood Plank armor should be generated.
            B:"planks.0_14 Armor"=true
            B:"planks.0_15 Armor"=true

            # Determines whether or not the Desert Acacia Wood Plank armor should be generated.
            B:"planks.0_2 Armor"=true

            # Determines whether or not the Lime Wood Plank armor should be generated.
            B:"planks.0_3 Armor"=true

            # Determines whether or not the Chestnut Wood Plank armor should be generated.
            B:"planks.0_4 Armor"=true

            # Determines whether or not the Wenge Wood Plank armor should be generated.
            B:"planks.0_5 Armor"=true

            # Determines whether or not the Baobab Wood Plank armor should be generated.
            B:"planks.0_6 Armor"=true

            # Determines whether or not the Sequoia Wood Plank armor should be generated.
            B:"planks.0_7 Armor"=true

            # Determines whether or not the Kapok Wood Plank armor should be generated.
            B:"planks.0_8 Armor"=true
            B:"planks.0_9 Armor"=true

            # Determines whether or not the Mahoe Wood Plank armor should be generated.
            B:"planks.1_0 Armor"=true

            # Determines whether or not the Poplar Wood Plank armor should be generated.
            B:"planks.1_1 Armor"=true

            # Determines whether or not the Padauk Wood Plank armor should be generated.
            B:"planks.1_10 Armor"=true

            # Determines whether or not the Cocobolo Wood Plank armor should be generated.
            B:"planks.1_11 Armor"=true

            # Determines whether or not the Zebrawood Wood Plank armor should be generated.
            B:"planks.1_12 Armor"=true
            B:"planks.1_2 Armor"=true

            # Determines whether or not the Papaya Wood Plank armor should be generated.
            B:"planks.1_3 Armor"=true
            B:"planks.1_4 Armor"=true

            # Determines whether or not the Plum Wood Plank armor should be generated.
            B:"planks.1_5 Armor"=true

            # Determines whether or not the Maple Wood Plank armor should be generated.
            B:"planks.1_6 Armor"=true

            # Determines whether or not the Citrus Wood Plank armor should be generated.
            B:"planks.1_7 Armor"=true

            # Determines whether or not the Giant Sequoia Wood Plank armor should be generated.
            B:"planks.1_8 Armor"=true

            # Determines whether or not the Ipe Wood Plank armor should be generated.
            B:"planks.1_9 Armor"=true

            # Determines whether or not the Larch Wood Plank (Fireproof) armor should be generated.
            B:"planks.fireproof.0_0 Armor"=true

            # Determines whether or not the Teak Wood Plank (Fireproof) armor should be generated.
            B:"planks.fireproof.0_1 Armor"=true

            # Determines whether or not the Mahogany Wood Plank (Fireproof) armor should be generated.
            B:"planks.fireproof.0_10 Armor"=true

            # Determines whether or not the Balsa Wood Plank (Fireproof) armor should be generated.
            B:"planks.fireproof.0_11 Armor"=true

            # Determines whether or not the Willow Wood Plank (Fireproof) armor should be generated.
            B:"planks.fireproof.0_12 Armor"=true

            # Determines whether or not the Walnut Wood Plank (Fireproof) armor should be generated.
            B:"planks.fireproof.0_13 Armor"=true

            # Determines whether or not the Greenheart Wood Plank (Fireproof) armor should be generated.
            B:"planks.fireproof.0_14 Armor"=true

            # Determines whether or not the Cherry Wood Plank (Fireproof) armor should be generated.
            B:"planks.fireproof.0_15 Armor"=true

            # Determines whether or not the Desert Acacia Wood Plank (Fireproof) armor should be generated.
            B:"planks.fireproof.0_2 Armor"=true

            # Determines whether or not the Lime Wood Plank (Fireproof) armor should be generated.
            B:"planks.fireproof.0_3 Armor"=true

            # Determines whether or not the Chestnut Wood Plank (Fireproof) armor should be generated.
            B:"planks.fireproof.0_4 Armor"=true

            # Determines whether or not the Wenge Wood Plank (Fireproof) armor should be generated.
            B:"planks.fireproof.0_5 Armor"=true

            # Determines whether or not the Baobab Wood Plank (Fireproof) armor should be generated.
            B:"planks.fireproof.0_6 Armor"=true

            # Determines whether or not the Sequoia Wood Plank (Fireproof) armor should be generated.
            B:"planks.fireproof.0_7 Armor"=true

            # Determines whether or not the Kapok Wood Plank (Fireproof) armor should be generated.
            B:"planks.fireproof.0_8 Armor"=true

            # Determines whether or not the Ebony Wood Plank (Fireproof) armor should be generated.
            B:"planks.fireproof.0_9 Armor"=true

            # Determines whether or not the Mahoe Wood Plank (Fireproof) armor should be generated.
            B:"planks.fireproof.1_0 Armor"=true

            # Determines whether or not the Poplar Wood Plank (Fireproof) armor should be generated.
            B:"planks.fireproof.1_1 Armor"=true

            # Determines whether or not the Padauk Wood Plank (Fireproof) armor should be generated.
            B:"planks.fireproof.1_10 Armor"=true

            # Determines whether or not the Cocobolo Wood Plank (Fireproof) armor should be generated.
            B:"planks.fireproof.1_11 Armor"=true

            # Determines whether or not the Zebrawood Wood Plank (Fireproof) armor should be generated.
            B:"planks.fireproof.1_12 Armor"=true

            # Determines whether or not the Palm Wood Plank (Fireproof) armor should be generated.
            B:"planks.fireproof.1_2 Armor"=true

            # Determines whether or not the Papaya Wood Plank (Fireproof) armor should be generated.
            B:"planks.fireproof.1_3 Armor"=true

            # Determines whether or not the Pine Wood Plank (Fireproof) armor should be generated.
            B:"planks.fireproof.1_4 Armor"=true

            # Determines whether or not the Plum Wood Plank (Fireproof) armor should be generated.
            B:"planks.fireproof.1_5 Armor"=true

            # Determines whether or not the Maple Wood Plank (Fireproof) armor should be generated.
            B:"planks.fireproof.1_6 Armor"=true

            # Determines whether or not the Citrus Wood Plank (Fireproof) armor should be generated.
            B:"planks.fireproof.1_7 Armor"=true

            # Determines whether or not the Giant Sequoia Wood Plank (Fireproof) armor should be generated.
            B:"planks.fireproof.1_8 Armor"=true

            # Determines whether or not the Ipe Wood Plank (Fireproof) armor should be generated.
            B:"planks.fireproof.1_9 Armor"=true

            # Determines whether or not the Oak Wood Plank (Fireproof) armor should be generated.
            B:"planks.vanilla.fireproof.0_0 Armor"=true

            # Determines whether or not the Spruce Wood Plank (Fireproof) armor should be generated.
            B:"planks.vanilla.fireproof.0_1 Armor"=true

            # Determines whether or not the Birch Wood Plank (Fireproof) armor should be generated.
            B:"planks.vanilla.fireproof.0_2 Armor"=true

            # Determines whether or not the Jungle Wood Plank (Fireproof) armor should be generated.
            B:"planks.vanilla.fireproof.0_3 Armor"=true

            # Determines whether or not the Acacia Wood Plank (Fireproof) armor should be generated.
            B:"planks.vanilla.fireproof.0_4 Armor"=true

            # Determines whether or not the Dark Oak Wood Plank (Fireproof) armor should be generated.
            B:"planks.vanilla.fireproof.0_5 Armor"=true

            # Determines whether or not the Apatite armor should be generated.
            B:"resourcestorage_0 Armor"=true
        }

        ##########################################################################################################
        # elevator mod
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from Elevator Mod blocks.
        ##########################################################################################################

        "elevator mod" {
            # Determines whether or not the Black Elevator armor should be generated.
            B:"elevator_black Armor"=true

            # Determines whether or not the Blue Elevator armor should be generated.
            B:"elevator_blue Armor"=true

            # Determines whether or not the Brown Elevator armor should be generated.
            B:"elevator_brown Armor"=true

            # Determines whether or not the Cyan Elevator armor should be generated.
            B:"elevator_cyan Armor"=true

            # Determines whether or not the Gray Elevator armor should be generated.
            B:"elevator_gray Armor"=true

            # Determines whether or not the Green Elevator armor should be generated.
            B:"elevator_green Armor"=true

            # Determines whether or not the Light Blue Elevator armor should be generated.
            B:"elevator_light_blue Armor"=true

            # Determines whether or not the Lime Elevator armor should be generated.
            B:"elevator_lime Armor"=true

            # Determines whether or not the Magenta Elevator armor should be generated.
            B:"elevator_magenta Armor"=true

            # Determines whether or not the Orange Elevator armor should be generated.
            B:"elevator_orange Armor"=true

            # Determines whether or not the Pink Elevator armor should be generated.
            B:"elevator_pink Armor"=true

            # Determines whether or not the Purple Elevator armor should be generated.
            B:"elevator_purple Armor"=true

            # Determines whether or not the Red Elevator armor should be generated.
            B:"elevator_red Armor"=true

            # Determines whether or not the Light Gray Elevator armor should be generated.
            B:"elevator_silver Armor"=true

            # Determines whether or not the White Elevator armor should be generated.
            B:"elevator_white Armor"=true

            # Determines whether or not the Yellow Elevator armor should be generated.
            B:"elevator_yellow Armor"=true
        }

        "environmental tech" {
            B:"alabaster_0 Armor"=true
            B:"alabaster_1 Armor"=true
            B:"alabaster_2 Armor"=true
            B:"alabaster_3 Armor"=true
            B:"basalt_3 Armor"=true
            B:"glass_clear Armor"=true
            B:"hardened_stone_0 Armor"=true
            B:"hardened_stone_1 Armor"=true
            B:"hardened_stone_2 Armor"=true
            B:"hardened_stone_3 Armor"=true
            B:"lonsdaleite_0 Armor"=true
            B:"lonsdaleite_1 Armor"=true
            B:"lonsdaleite_2 Armor"=true
            B:"lonsdaleite_3 Armor"=true
            B:"mica Armor"=true
            B:"sand_enriched Armor"=true
        }

        ##########################################################################################################
        # ichunutil
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from iChunUtil blocks.
        ##########################################################################################################

        ichunutil {
            # Determines whether or not the Compact Raw Porkchop armor should be generated.
            B:"compact_porkchop Armor"=true
        }

        ##########################################################################################################
        # inventory pets
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from Inventory Pets blocks.
        ##########################################################################################################

        "inventory pets" {
            # Determines whether or not the Cloud armor should be generated.
            B:"cloud Armor"=true

            # Determines whether or not the Cloud Spawner armor should be generated.
            B:"cloud_spawn Armor"=true

            # Determines whether or not the Sand armor should be generated.
            B:"sand Armor"=true

            # Determines whether or not the Sand Spawner armor should be generated.
            B:"sand_spawn Armor"=true

            # Determines whether or not the Stone armor should be generated.
            B:"stone Armor"=true

            # Determines whether or not the Stone Spawner armor should be generated.
            B:"stone_spawn Armor"=true
        }

        ##########################################################################################################
        # mob_grinding_utils
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from mob_grinding_utils blocks.
        ##########################################################################################################

        mob_grinding_utils {
            # Determines whether or not the Dark Oak Stone armor should be generated.
            B:"dark_oak_stone Armor"=true

            # Determines whether or not the Ender Dragon Death Muffler armor should be generated.
            B:"dragon_muffler Armor"=true

            # Determines whether or not the Wither Boss Death Muffler armor should be generated.
            B:"wither_muffler Armor"=true
        }

        "mystical agriculture" {
            B:"coal_block_0 Armor"=true
            B:"coal_block_1 Armor"=true
            B:"coal_block_2 Armor"=true
            B:"coal_block_3 Armor"=true
            B:"coal_block_4 Armor"=true
            B:"glowstone_lamp Armor"=true
            B:"growth_accelerator Armor"=true
            B:"inferium_block Armor"=true
            B:"intermedium_block Armor"=true
            B:"mystical_machine_frame Armor"=true
            B:"prosperity_block Armor"=true
            B:"prudentium_block Armor"=true
            B:"soul_glass Armor"=true
            B:"soulstone_0 Armor"=true
            B:"soulstone_1 Armor"=true
            B:"soulstone_2 Armor"=true
            B:"soulstone_3 Armor"=true
            B:"soulstone_4 Armor"=true
            B:"soulstone_5 Armor"=true
            B:"soulstone_6 Armor"=true
            B:"superium_block Armor"=true
            B:"supremium_block Armor"=true
            B:"witherproof_block Armor"=true
            B:"witherproof_glass Armor"=true
        }

        ##########################################################################################################
        # natura
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from Natura blocks.
        ##########################################################################################################

        natura {
            # Determines whether or not the Ghostwood Bookshelf armor should be generated.
            B:"nether_bookshelves_0 Armor"=true

            # Determines whether or not the Bloodwood Bookshelf armor should be generated.
            B:"nether_bookshelves_1 Armor"=true

            # Determines whether or not the Darkwood Bookshelf armor should be generated.
            B:"nether_bookshelves_2 Armor"=true

            # Determines whether or not the Fusewood Bookshelf armor should be generated.
            B:"nether_bookshelves_3 Armor"=true

            # Determines whether or not the Darkwood Leaves armor should be generated.
            B:"nether_leaves2_0 Armor"=true

            # Determines whether or not the Ghostwood Leaves armor should be generated.
            B:"nether_leaves_0 Armor"=true

            # Determines whether or not the Blood Leaves armor should be generated.
            B:"nether_leaves_1 Armor"=true

            # Determines whether or not the Fusewood Leaves armor should be generated.
            B:"nether_leaves_2 Armor"=true

            # Determines whether or not the Bloodwood armor should be generated.
            B:"nether_logs2_0 Armor"=true

            # Determines whether or not the Ghostwood armor should be generated.
            B:"nether_logs_0 Armor"=true

            # Determines whether or not the Darkwood armor should be generated.
            B:"nether_logs_1 Armor"=true

            # Determines whether or not the Fusewood armor should be generated.
            B:"nether_logs_2 Armor"=true

            # Determines whether or not the Ghostwood Plank armor should be generated.
            B:"nether_planks_0 Armor"=true

            # Determines whether or not the Bloodwood Plank armor should be generated.
            B:"nether_planks_1 Armor"=true

            # Determines whether or not the Darkwood Plank armor should be generated.
            B:"nether_planks_2 Armor"=true

            # Determines whether or not the Fusewood Plank armor should be generated.
            B:"nether_planks_3 Armor"=true

            # Determines whether or not the Tainted Soil armor should be generated.
            B:"nether_tainted_soil_0 Armor"=true

            # Determines whether or not the Bloodwood Workbench armor should be generated.
            B:"nether_workbenches_1 Armor"=true

            # Determines whether or not the Darkwood Workbench armor should be generated.
            B:"nether_workbenches_2 Armor"=true

            # Determines whether or not the Fusewood Workbench armor should be generated.
            B:"nether_workbenches_3 Armor"=true

            # Determines whether or not the Maple Bookshelf armor should be generated.
            B:"overworld_bookshelves_0 Armor"=true

            # Determines whether or not the Silverbell Bookshelf armor should be generated.
            B:"overworld_bookshelves_1 Armor"=true

            # Determines whether or not the Amaranth Bookshelf armor should be generated.
            B:"overworld_bookshelves_2 Armor"=true

            # Determines whether or not the Tiger Bookshelf armor should be generated.
            B:"overworld_bookshelves_3 Armor"=true

            # Determines whether or not the Willow Bookshelf armor should be generated.
            B:"overworld_bookshelves_4 Armor"=true

            # Determines whether or not the Eucalyptus Bookshelf armor should be generated.
            B:"overworld_bookshelves_5 Armor"=true

            # Determines whether or not the Hopseed Bookshelf armor should be generated.
            B:"overworld_bookshelves_6 Armor"=true

            # Determines whether or not the Sakura Bookshelf armor should be generated.
            B:"overworld_bookshelves_7 Armor"=true

            # Determines whether or not the Redwood Bookshelf armor should be generated.
            B:"overworld_bookshelves_8 Armor"=true
            B:"overworld_leaves2_0 Armor"=true
            B:"overworld_leaves2_1 Armor"=true

            # Determines whether or not the Hopseed Leaves armor should be generated.
            B:"overworld_leaves2_2 Armor"=true

            # Determines whether or not the Sakura Leaves armor should be generated.
            B:"overworld_leaves2_3 Armor"=true
            B:"overworld_leaves_0 Armor"=true

            # Determines whether or not the Silverbell Leaves armor should be generated.
            B:"overworld_leaves_1 Armor"=true

            # Determines whether or not the Amaranth Leaves armor should be generated.
            B:"overworld_leaves_2 Armor"=true

            # Determines whether or not the Tiger Leaves armor should be generated.
            B:"overworld_leaves_3 Armor"=true
            B:"overworld_logs2_1 Armor"=true

            # Determines whether or not the Hopseed Wood armor should be generated.
            B:"overworld_logs2_2 Armor"=true

            # Determines whether or not the Sakura Wood armor should be generated.
            B:"overworld_logs2_3 Armor"=true

            # Determines whether or not the Silverbell Wood armor should be generated.
            B:"overworld_logs_1 Armor"=true

            # Determines whether or not the Amaranth Wood armor should be generated.
            B:"overworld_logs_2 Armor"=true

            # Determines whether or not the Tiger Wood armor should be generated.
            B:"overworld_logs_3 Armor"=true

            # Determines whether or not the Maple Plank armor should be generated.
            B:"overworld_planks_0 Armor"=true

            # Determines whether or not the Silverbell Plank armor should be generated.
            B:"overworld_planks_1 Armor"=true

            # Determines whether or not the Amaranth Plank armor should be generated.
            B:"overworld_planks_2 Armor"=true

            # Determines whether or not the Tigerwood Plank armor should be generated.
            B:"overworld_planks_3 Armor"=true

            # Determines whether or not the Willow Plank armor should be generated.
            B:"overworld_planks_4 Armor"=true

            # Determines whether or not the Eucalyptus Plank armor should be generated.
            B:"overworld_planks_5 Armor"=true

            # Determines whether or not the Hopseed Plank armor should be generated.
            B:"overworld_planks_6 Armor"=true

            # Determines whether or not the Sakura Plank armor should be generated.
            B:"overworld_planks_7 Armor"=true

            # Determines whether or not the Redwood Plank armor should be generated.
            B:"overworld_planks_8 Armor"=true

            # Determines whether or not the Maple Workbench armor should be generated.
            B:"overworld_workbenches_0 Armor"=true

            # Determines whether or not the Silverbell Workbench armor should be generated.
            B:"overworld_workbenches_1 Armor"=true

            # Determines whether or not the Amaranth Workbench armor should be generated.
            B:"overworld_workbenches_2 Armor"=true

            # Determines whether or not the Tiger Workbench armor should be generated.
            B:"overworld_workbenches_3 Armor"=true

            # Determines whether or not the Willow Workbench armor should be generated.
            B:"overworld_workbenches_4 Armor"=true

            # Determines whether or not the Eucalyptus Workbench armor should be generated.
            B:"overworld_workbenches_5 Armor"=true

            # Determines whether or not the Hopseed Workbench armor should be generated.
            B:"overworld_workbenches_6 Armor"=true

            # Determines whether or not the Sakura Workbench armor should be generated.
            B:"overworld_workbenches_7 Armor"=true

            # Determines whether or not the Redwood Workbench armor should be generated.
            B:"overworld_workbenches_8 Armor"=true
            B:"redwood_leaves_0 Armor"=true

            # Determines whether or not the Redwood Bark armor should be generated.
            B:"redwood_logs_0 Armor"=true

            # Determines whether or not the Redwood armor should be generated.
            B:"redwood_logs_1 Armor"=true

            # Determines whether or not the Redwood Root armor should be generated.
            B:"redwood_logs_2 Armor"=true

            # Determines whether or not the Inactive Respawn Obelisk armor should be generated.
            B:"respawn_obelisk_0 Armor"=true

            # Determines whether or not the Active Respawn Obelisk armor should be generated.
            B:"respawn_obelisk_1 Armor"=true
        }

        ##########################################################################################################
        # openblocks
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from OpenBlocks blocks.
        ##########################################################################################################

        openblocks {
            # Determines whether or not the Elevator armor should be generated.
            B:"elevator_0 Armor"=true

            # Determines whether or not the Scaffolding armor should be generated.
            B:"scaffolding Armor"=true
        }

        projecte {
            B:"fuel_block_0 Armor"=true
            B:"fuel_block_1 Armor"=true
            B:"fuel_block_2 Armor"=true
            B:"matter_block_0 Armor"=true
            B:"matter_block_1 Armor"=true
            B:"nova_cataclysm Armor"=true
            B:"nova_catalyst Armor"=true
        }

        ##########################################################################################################
        # tinkers' construct
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from Tinkers' Construct blocks.
        ##########################################################################################################

        "tinkers' construct" {
            # Determines whether or not the Rough Brownstone armor should be generated.
            B:"brownstone_1 Armor"=true

            # Determines whether or not the Small Brownstone Brick armor should be generated.
            B:"brownstone_10 Armor"=true

            # Determines whether or not the Brownstone Tiles armor should be generated.
            B:"brownstone_11 Armor"=true

            # Determines whether or not the Brownstone Paver armor should be generated.
            B:"brownstone_2 Armor"=true

            # Determines whether or not the Brownstone Brick armor should be generated.
            B:"brownstone_3 Armor"=true

            # Determines whether or not the Cracked Brownstone Brick armor should be generated.
            B:"brownstone_4 Armor"=true

            # Determines whether or not the Fancy Brownstone Brick armor should be generated.
            B:"brownstone_5 Armor"=true

            # Determines whether or not the Square Brownstone Brick armor should be generated.
            B:"brownstone_6 Armor"=true

            # Determines whether or not the Brownstone Road armor should be generated.
            B:"brownstone_7 Armor"=true

            # Determines whether or not the Brownstone Creeperface armor should be generated.
            B:"brownstone_8 Armor"=true

            # Determines whether or not the Triangle Brownstone Brick armor should be generated.
            B:"brownstone_9 Armor"=true

            # Determines whether or not the Clear White Stained Glass armor should be generated.
            B:"clear_stained_glass_0 Armor"=true

            # Determines whether or not the Clear Orange Stained Glass armor should be generated.
            B:"clear_stained_glass_1 Armor"=true

            # Determines whether or not the Clear Purple Stained Glass armor should be generated.
            B:"clear_stained_glass_10 Armor"=true

            # Determines whether or not the Clear Blue Stained Glass armor should be generated.
            B:"clear_stained_glass_11 Armor"=true

            # Determines whether or not the Clear Brown Stained Glass armor should be generated.
            B:"clear_stained_glass_12 Armor"=true

            # Determines whether or not the Clear Green Stained Glass armor should be generated.
            B:"clear_stained_glass_13 Armor"=true

            # Determines whether or not the Clear Red Stained Glass armor should be generated.
            B:"clear_stained_glass_14 Armor"=true

            # Determines whether or not the Clear Black Stained Glass armor should be generated.
            B:"clear_stained_glass_15 Armor"=true

            # Determines whether or not the Clear Magenta Stained Glass armor should be generated.
            B:"clear_stained_glass_2 Armor"=true

            # Determines whether or not the Clear Light Blue Stained Glass armor should be generated.
            B:"clear_stained_glass_3 Armor"=true

            # Determines whether or not the Clear Yellow Stained Glass armor should be generated.
            B:"clear_stained_glass_4 Armor"=true

            # Determines whether or not the Clear Light Green Stained Glass armor should be generated.
            B:"clear_stained_glass_5 Armor"=true

            # Determines whether or not the Clear Pink Stained Glass armor should be generated.
            B:"clear_stained_glass_6 Armor"=true

            # Determines whether or not the Clear Gray Stained Glass armor should be generated.
            B:"clear_stained_glass_7 Armor"=true

            # Determines whether or not the Clear Light Gray Stained Glass armor should be generated.
            B:"clear_stained_glass_8 Armor"=true

            # Determines whether or not the Clear Cyan Stained Glass armor should be generated.
            B:"clear_stained_glass_9 Armor"=true
            B:"deco_ground_0 Armor"=true

            # Determines whether or not the Dried Clay armor should be generated.
            B:"dried_clay_0 Armor"=true

            # Determines whether or not the Dried Brick armor should be generated.
            B:"dried_clay_1 Armor"=true

            # Determines whether or not the Lavawood armor should be generated.
            B:"firewood_0 Armor"=true

            # Determines whether or not the Firewood armor should be generated.
            B:"firewood_1 Armor"=true

            # Determines whether or not the Ardite armor should be generated.
            B:"metal_1 Armor"=true

            # Determines whether or not the Manyullyn armor should be generated.
            B:"metal_2 Armor"=true

            # Determines whether or not the Knightslime armor should be generated.
            B:"metal_3 Armor"=true

            # Determines whether or not the Pigiron armor should be generated.
            B:"metal_4 Armor"=true

            # Determines whether or not the Aluminum Brass armor should be generated.
            B:"metal_5 Armor"=true

            # Determines whether or not the Silky Jewel armor should be generated.
            B:"metal_6 Armor"=true

            # Determines whether or not the Green Slime armor should be generated.
            B:"slime_0 Armor"=true

            # Determines whether or not the Blue Slime armor should be generated.
            B:"slime_1 Armor"=true

            # Determines whether or not the Purple Slime armor should be generated.
            B:"slime_2 Armor"=true

            # Determines whether or not the Blood Slime armor should be generated.
            B:"slime_3 Armor"=true

            # Determines whether or not the Magma Slime armor should be generated.
            B:"slime_4 Armor"=true

            # Determines whether or not the Green Slimy Dirt armor should be generated.
            B:"slime_dirt_0 Armor"=true

            # Determines whether or not the Blue Slimy Dirt armor should be generated.
            B:"slime_dirt_1 Armor"=true

            # Determines whether or not the Purple Slimy Dirt armor should be generated.
            B:"slime_dirt_2 Armor"=true

            # Determines whether or not the Magma Slimy Dirt armor should be generated.
            B:"slime_dirt_3 Armor"=true

            # Determines whether or not the Slimy Grass armor should be generated.
            B:"slime_grass_0 Armor"=true

            # Determines whether or not the Green Slimy Grass armor should be generated.
            B:"slime_grass_1 Armor"=true

            # Determines whether or not the Blue Slimy Grass armor should be generated.
            B:"slime_grass_2 Armor"=true

            # Determines whether or not the Purple Slimy Grass armor should be generated.
            B:"slime_grass_3 Armor"=true

            # Determines whether or not the Magma Slimy Grass armor should be generated.
            B:"slime_grass_4 Armor"=true

            # Determines whether or not the Slimy Leaves armor should be generated.
            B:"slime_leaves_0 Armor"=true

            # Determines whether or not the Grout armor should be generated.
            B:"soil_0 Armor"=true

            # Determines whether or not the Green Slimy Mud armor should be generated.
            B:"soil_1 Armor"=true

            # Determines whether or not the Blue Slimy Mud armor should be generated.
            B:"soil_2 Armor"=true

            # Determines whether or not the Graveyard Soil armor should be generated.
            B:"soil_3 Armor"=true

            # Determines whether or not the Consecrated Soil armor should be generated.
            B:"soil_4 Armor"=true

            # Determines whether or not the Slimy Magma Mud armor should be generated.
            B:"soil_5 Armor"=true
        }

        ##########################################################################################################
        # pam's harvestcraft
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from Pam's HarvestCraft blocks.
        ##########################################################################################################

        "pam's harvestcraft" {
            # Determines whether or not the Beehive armor should be generated.
            B:"beehive Armor"=true
            B:"honey Armor"=true
            B:"honeycomb Armor"=true

            # Determines whether or not the Cinnamon Wood armor should be generated.
            B:"pamcinnamon Armor"=true

            # Determines whether or not the Paperbark Wood armor should be generated.
            B:"pampaperbark Armor"=true

            # Determines whether or not the Pressed Wax armor should be generated.
            B:"pressedwax Armor"=true

            # Determines whether or not the Waxcomb armor should be generated.
            B:"waxcomb Armor"=true

            # Determines whether or not the Well armor should be generated.
            B:"well Armor"=true
        }

        ##########################################################################################################
        # projectred exploration
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from ProjectRed Exploration blocks.
        ##########################################################################################################

        "projectred exploration" {
            # Determines whether or not the Electrotine armor should be generated.
            B:"stone_11 Armor"=false
            B:"stone_7 Armor"=true
        }

        ##########################################################################################################
        # plustic
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from PlusTiC blocks.
        ##########################################################################################################

        plustic {
            # Determines whether or not the Alumite armor should be generated.
            B:"alumiteblock Armor"=true
        }

        ##########################################################################################################
        # rftools
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from RFTools blocks.
        ##########################################################################################################

        rftools {
            # Determines whether or not the Destination Analyzer armor should be generated.
            B:"destination_analyzer Armor"=true

            # Determines whether or not the Machine Frame armor should be generated.
            B:"machine_frame Armor"=true

            # Determines whether or not the Matter Booster armor should be generated.
            B:"matter_booster Armor"=true

            # Determines whether or not the Shield Template armor should be generated.
            B:"shield_template_block Armor"=true

            # Determines whether or not the Space Chamber Corner armor should be generated.
            B:"space_chamber Armor"=true

            # Determines whether or not the Support armor should be generated.
            B:"support_block Armor"=true
        }

        ##########################################################################################################
        # rftools dimensions
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from RFTools Dimensions blocks.
        ##########################################################################################################

        "rftools dimensions" {
            # Determines whether or not the Activity Probe armor should be generated.
            B:"activity_probe Armor"=true

            # Determines whether or not the Dimensional Blank armor should be generated.
            B:"dimensional_blank_block Armor"=true

            # Determines whether or not the Dimensional armor should be generated.
            B:"dimensional_block Armor"=true

            # Determines whether or not the Dimensional Cross 2 armor should be generated.
            B:"dimensional_cross2_block Armor"=true

            # Determines whether or not the Dimensional Cross armor should be generated.
            B:"dimensional_cross_block Armor"=true

            # Determines whether or not the Dimensional Pattern 1 armor should be generated.
            B:"dimensional_pattern1_block Armor"=true

            # Determines whether or not the Dimensional Pattern 2 armor should be generated.
            B:"dimensional_pattern2_block Armor"=true

            # Determines whether or not the Dimensional Smalls armor should be generated.
            B:"dimensional_small_blocks Armor"=true

            # Determines whether or not the levarG armor should be generated.
            B:"fake_gravel Armor"=true

            # Determines whether or not the dnaS armor should be generated.
            B:"fake_sand Armor"=true
        }

        "silent's gems" {
            B:"fluffyblock_0 Armor"=true
            B:"fluffyblock_1 Armor"=true
            B:"fluffyblock_10 Armor"=true
            B:"fluffyblock_11 Armor"=true
            B:"fluffyblock_12 Armor"=true
            B:"fluffyblock_13 Armor"=true
            B:"fluffyblock_14 Armor"=true
            B:"fluffyblock_15 Armor"=true
            B:"fluffyblock_2 Armor"=true
            B:"fluffyblock_3 Armor"=true
            B:"fluffyblock_4 Armor"=true
            B:"fluffyblock_5 Armor"=true
            B:"fluffyblock_6 Armor"=true
            B:"fluffyblock_7 Armor"=true
            B:"fluffyblock_8 Armor"=true
            B:"fluffyblock_9 Armor"=true
            B:"gemblock_0 Armor"=true
            B:"gemblock_1 Armor"=true
            B:"gemblock_10 Armor"=true
            B:"gemblock_11 Armor"=true
            B:"gemblock_12 Armor"=true
            B:"gemblock_13 Armor"=true
            B:"gemblock_14 Armor"=true
            B:"gemblock_15 Armor"=true
            B:"gemblock_2 Armor"=true
            B:"gemblock_3 Armor"=true
            B:"gemblock_4 Armor"=true
            B:"gemblock_5 Armor"=true
            B:"gemblock_6 Armor"=true
            B:"gemblock_7 Armor"=true
            B:"gemblock_8 Armor"=true
            B:"gemblock_9 Armor"=true
            B:"gemblockdark_0 Armor"=true
            B:"gemblockdark_1 Armor"=true
            B:"gemblockdark_10 Armor"=true
            B:"gemblockdark_11 Armor"=true
            B:"gemblockdark_12 Armor"=true
            B:"gemblockdark_13 Armor"=true
            B:"gemblockdark_14 Armor"=true
            B:"gemblockdark_15 Armor"=true
            B:"gemblockdark_2 Armor"=true
            B:"gemblockdark_3 Armor"=true
            B:"gemblockdark_4 Armor"=true
            B:"gemblockdark_5 Armor"=true
            B:"gemblockdark_6 Armor"=true
            B:"gemblockdark_7 Armor"=true
            B:"gemblockdark_8 Armor"=true
            B:"gemblockdark_9 Armor"=true
            B:"gemblocksuper_0 Armor"=true
            B:"gemblocksuper_1 Armor"=true
            B:"gemblocksuper_10 Armor"=true
            B:"gemblocksuper_11 Armor"=true
            B:"gemblocksuper_12 Armor"=true
            B:"gemblocksuper_13 Armor"=true
            B:"gemblocksuper_14 Armor"=true
            B:"gemblocksuper_15 Armor"=true
            B:"gemblocksuper_2 Armor"=true
            B:"gemblocksuper_3 Armor"=true
            B:"gemblocksuper_4 Armor"=true
            B:"gemblocksuper_5 Armor"=true
            B:"gemblocksuper_6 Armor"=true
            B:"gemblocksuper_7 Armor"=true
            B:"gemblocksuper_8 Armor"=true
            B:"gemblocksuper_9 Armor"=true
            B:"gemblocksuperdark_0 Armor"=true
            B:"gemblocksuperdark_1 Armor"=true
            B:"gemblocksuperdark_10 Armor"=true
            B:"gemblocksuperdark_11 Armor"=true
            B:"gemblocksuperdark_12 Armor"=true
            B:"gemblocksuperdark_13 Armor"=true
            B:"gemblocksuperdark_14 Armor"=true
            B:"gemblocksuperdark_15 Armor"=true
            B:"gemblocksuperdark_2 Armor"=true
            B:"gemblocksuperdark_3 Armor"=true
            B:"gemblocksuperdark_4 Armor"=true
            B:"gemblocksuperdark_5 Armor"=true
            B:"gemblocksuperdark_6 Armor"=true
            B:"gemblocksuperdark_7 Armor"=true
            B:"gemblocksuperdark_8 Armor"=true
            B:"gemblocksuperdark_9 Armor"=true
            B:"gembrickcoated_0 Armor"=true
            B:"gembrickcoated_1 Armor"=true
            B:"gembrickcoated_10 Armor"=true
            B:"gembrickcoated_11 Armor"=true
            B:"gembrickcoated_12 Armor"=true
            B:"gembrickcoated_13 Armor"=true
            B:"gembrickcoated_14 Armor"=true
            B:"gembrickcoated_15 Armor"=true
            B:"gembrickcoated_2 Armor"=true
            B:"gembrickcoated_3 Armor"=true
            B:"gembrickcoated_4 Armor"=true
            B:"gembrickcoated_5 Armor"=true
            B:"gembrickcoated_6 Armor"=true
            B:"gembrickcoated_7 Armor"=true
            B:"gembrickcoated_8 Armor"=true
            B:"gembrickcoated_9 Armor"=true
            B:"gembrickcoateddark_0 Armor"=true
            B:"gembrickcoateddark_1 Armor"=true
            B:"gembrickcoateddark_10 Armor"=true
            B:"gembrickcoateddark_11 Armor"=true
            B:"gembrickcoateddark_12 Armor"=true
            B:"gembrickcoateddark_13 Armor"=true
            B:"gembrickcoateddark_14 Armor"=true
            B:"gembrickcoateddark_15 Armor"=true
            B:"gembrickcoateddark_2 Armor"=true
            B:"gembrickcoateddark_3 Armor"=true
            B:"gembrickcoateddark_4 Armor"=true
            B:"gembrickcoateddark_5 Armor"=true
            B:"gembrickcoateddark_6 Armor"=true
            B:"gembrickcoateddark_7 Armor"=true
            B:"gembrickcoateddark_8 Armor"=true
            B:"gembrickcoateddark_9 Armor"=true
            B:"gembrickspeckled_0 Armor"=true
            B:"gembrickspeckled_1 Armor"=true
            B:"gembrickspeckled_10 Armor"=true
            B:"gembrickspeckled_11 Armor"=true
            B:"gembrickspeckled_12 Armor"=true
            B:"gembrickspeckled_13 Armor"=true
            B:"gembrickspeckled_14 Armor"=true
            B:"gembrickspeckled_15 Armor"=true
            B:"gembrickspeckled_2 Armor"=true
            B:"gembrickspeckled_3 Armor"=true
            B:"gembrickspeckled_4 Armor"=true
            B:"gembrickspeckled_5 Armor"=true
            B:"gembrickspeckled_6 Armor"=true
            B:"gembrickspeckled_7 Armor"=true
            B:"gembrickspeckled_8 Armor"=true
            B:"gembrickspeckled_9 Armor"=true
            B:"gembrickspeckleddark_0 Armor"=true
            B:"gembrickspeckleddark_1 Armor"=true
            B:"gembrickspeckleddark_10 Armor"=true
            B:"gembrickspeckleddark_11 Armor"=true
            B:"gembrickspeckleddark_12 Armor"=true
            B:"gembrickspeckleddark_13 Armor"=true
            B:"gembrickspeckleddark_14 Armor"=true
            B:"gembrickspeckleddark_15 Armor"=true
            B:"gembrickspeckleddark_2 Armor"=true
            B:"gembrickspeckleddark_3 Armor"=true
            B:"gembrickspeckleddark_4 Armor"=true
            B:"gembrickspeckleddark_5 Armor"=true
            B:"gembrickspeckleddark_6 Armor"=true
            B:"gembrickspeckleddark_7 Armor"=true
            B:"gembrickspeckleddark_8 Armor"=true
            B:"gembrickspeckleddark_9 Armor"=true
            B:"gemglass_0 Armor"=true
            B:"gemglass_1 Armor"=true
            B:"gemglass_10 Armor"=true
            B:"gemglass_11 Armor"=true
            B:"gemglass_12 Armor"=true
            B:"gemglass_13 Armor"=true
            B:"gemglass_14 Armor"=true
            B:"gemglass_15 Armor"=true
            B:"gemglass_2 Armor"=true
            B:"gemglass_3 Armor"=true
            B:"gemglass_4 Armor"=true
            B:"gemglass_5 Armor"=true
            B:"gemglass_6 Armor"=true
            B:"gemglass_7 Armor"=true
            B:"gemglass_8 Armor"=true
            B:"gemglass_9 Armor"=true
            B:"gemglassdark_0 Armor"=true
            B:"gemglassdark_1 Armor"=true
            B:"gemglassdark_10 Armor"=true
            B:"gemglassdark_11 Armor"=true
            B:"gemglassdark_12 Armor"=true
            B:"gemglassdark_13 Armor"=true
            B:"gemglassdark_14 Armor"=true
            B:"gemglassdark_15 Armor"=true
            B:"gemglassdark_2 Armor"=true
            B:"gemglassdark_3 Armor"=true
            B:"gemglassdark_4 Armor"=true
            B:"gemglassdark_5 Armor"=true
            B:"gemglassdark_6 Armor"=true
            B:"gemglassdark_7 Armor"=true
            B:"gemglassdark_8 Armor"=true
            B:"gemglassdark_9 Armor"=true
            B:"gemlamp_0 Armor"=true
            B:"gemlamp_1 Armor"=true
            B:"gemlamp_10 Armor"=true
            B:"gemlamp_11 Armor"=true
            B:"gemlamp_12 Armor"=true
            B:"gemlamp_13 Armor"=true
            B:"gemlamp_14 Armor"=true
            B:"gemlamp_15 Armor"=true
            B:"gemlamp_2 Armor"=true
            B:"gemlamp_3 Armor"=true
            B:"gemlamp_4 Armor"=true
            B:"gemlamp_5 Armor"=true
            B:"gemlamp_6 Armor"=true
            B:"gemlamp_7 Armor"=true
            B:"gemlamp_8 Armor"=true
            B:"gemlamp_9 Armor"=true
            B:"gemlampdark_0 Armor"=true
            B:"gemlampdark_1 Armor"=true
            B:"gemlampdark_10 Armor"=true
            B:"gemlampdark_11 Armor"=true
            B:"gemlampdark_12 Armor"=true
            B:"gemlampdark_13 Armor"=true
            B:"gemlampdark_14 Armor"=true
            B:"gemlampdark_15 Armor"=true
            B:"gemlampdark_2 Armor"=true
            B:"gemlampdark_3 Armor"=true
            B:"gemlampdark_4 Armor"=true
            B:"gemlampdark_5 Armor"=true
            B:"gemlampdark_6 Armor"=true
            B:"gemlampdark_7 Armor"=true
            B:"gemlampdark_8 Armor"=true
            B:"gemlampdark_9 Armor"=true
            B:"miscblock_0 Armor"=true
            B:"miscblock_1 Armor"=true
            B:"miscblock_2 Armor"=true
            B:"miscblock_3 Armor"=true
        }

        ##########################################################################################################
        # storage drawers
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from Storage Drawers blocks.
        ##########################################################################################################

        "storage drawers" {
            # Determines whether or not the Oak Trim armor should be generated.
            B:"trim_0 Armor"=true

            # Determines whether or not the Spruce Trim armor should be generated.
            B:"trim_1 Armor"=true

            # Determines whether or not the Birch Trim armor should be generated.
            B:"trim_2 Armor"=true

            # Determines whether or not the Jungle Trim armor should be generated.
            B:"trim_3 Armor"=true

            # Determines whether or not the Acacia Trim armor should be generated.
            B:"trim_4 Armor"=true

            # Determines whether or not the Dark Oak Trim armor should be generated.
            B:"trim_5 Armor"=true
        }

        ##########################################################################################################
        # storage drawers extras
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from Storage Drawers Extras blocks.
        ##########################################################################################################

        "storage drawers extras" {
            # Determines whether or not the Storage Trim armor should be generated.
            B:"extra_trim_0 Armor"=false
        }

        thaumcraft {
            B:"arcane_workbench_charger Armor"=false
            B:"flesh_block Armor"=true
            B:"grass_ambient Armor"=true
            B:"leaf_0 Armor"=true
            B:"leaf_1 Armor"=true
            B:"matrix_cost Armor"=true
            B:"matrix_speed Armor"=true
            B:"metal_0 Armor"=true
            B:"plank_0 Armor"=true
            B:"plank_1 Armor"=false
            B:"smelter_aux Armor"=true
            B:"stone_ancient Armor"=true
            B:"stone_ancient_doorway Armor"=true
            B:"stone_ancient_glyphed Armor"=false
            B:"stone_ancient_rock Armor"=true
            B:"stone_ancient_tile Armor"=false
            B:"stone_arcane Armor"=true
            B:"stone_arcane_brick Armor"=true
            B:"stone_eldritch_tile Armor"=true
            B:"stone_porous Armor"=true
            B:"table_stone Armor"=true
            B:"table_wood Armor"=true
            B:"taint_0 Armor"=true
            B:"taint_2 Armor"=true
            B:"taint_3 Armor"=true
            B:"taint_log Armor"=true
            B:"translucent_1 Armor"=true
            B:"translucent_2 Armor"=true
        }

        ##########################################################################################################
        # tiny progressions
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from Tiny Progressions blocks.
        ##########################################################################################################

        "tiny progressions" {
            B:"andesite_brick Armor"=true
            B:"charcoal_block Armor"=true
            B:"diorite_brick Armor"=true

            # Determines whether or not the Dirty Glass armor should be generated.
            B:"dirty_glass Armor"=true

            # Determines whether or not the Compressed Flesh armor should be generated.
            B:"flesh_block Armor"=true

            # Determines whether or not the Compressed Flint armor should be generated.
            B:"flint_block Armor"=true
            B:"granite_brick Armor"=true

            # Determines whether or not the Compressed Nether Star armor should be generated.
            B:"netherstar_block Armor"=true

            # Determines whether or not the Reinforced Glass armor should be generated.
            B:"reinforced_glass Armor"=true
            B:"reinforced_obsidian Armor"=true

            # Determines whether or not the Smooth EndStone armor should be generated.
            B:"smooth_endstone Armor"=true

            # Determines whether or not the Withered Bedrock armor should be generated.
            B:"withered_block Armor"=true
        }

        ##########################################################################################################
        # missing pieces
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from Missing Pieces blocks.
        ##########################################################################################################

        "missing pieces" {
            # Determines whether or not the Acacia Table armor should be generated.
            B:"acacia_table Armor"=true

            # Determines whether or not the Amaranth Table armor should be generated.
            B:"amaranth_table Armor"=true

            # Determines whether or not the Birch Table armor should be generated.
            B:"birch_table Armor"=true

            # Determines whether or not the Dark Oak Table armor should be generated.
            B:"dark_oak_table Armor"=true

            # Determines whether or not the Darkwood Table armor should be generated.
            B:"darkwood_table Armor"=true

            # Determines whether or not the Eucalyptus Table armor should be generated.
            B:"eucalyptus_table Armor"=true

            # Determines whether or not the Fusewood Table armor should be generated.
            B:"fusewood_table Armor"=true

            # Determines whether or not the Ghostwood Table armor should be generated.
            B:"ghostwood_table Armor"=true

            # Determines whether or not the Hopseed Table armor should be generated.
            B:"hopseed_table Armor"=true

            # Determines whether or not the Jungle Table armor should be generated.
            B:"jungle_table Armor"=true

            # Determines whether or not the Maple Table armor should be generated.
            B:"maple_table Armor"=true

            # Determines whether or not the Oak Table armor should be generated.
            B:"oak_table Armor"=true

            # Determines whether or not the Redwood Table armor should be generated.
            B:"redwood_table Armor"=true

            # Determines whether or not the Sakura Table armor should be generated.
            B:"sakura_table Armor"=true

            # Determines whether or not the Silverbell Table armor should be generated.
            B:"silverbell_table Armor"=true

            # Determines whether or not the Spruce Table armor should be generated.
            B:"spruce_table Armor"=true

            # Determines whether or not the Tiger Table armor should be generated.
            B:"tiger_table Armor"=true

            # Determines whether or not the Willow Table armor should be generated.
            B:"willow_table Armor"=true
        }

        ##########################################################################################################
        # biomes o' plenty
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from Biomes O' Plenty blocks.
        ##########################################################################################################

        "biomes o' plenty" {
            # Determines whether or not the Bamboo Thatching armor should be generated.
            B:"bamboo_thatching_0 Armor"=true

            # Determines whether or not the Crag Rock armor should be generated.
            B:"crag_rock_0 Armor"=true

            # Determines whether or not the Coarse Silty Dirt armor should be generated.
            B:"dirt_10 Armor"=true

            # Determines whether or not the Coarse Loamy Dirt armor should be generated.
            B:"dirt_8 Armor"=true

            # Determines whether or not the Coarse Sandy Dirt armor should be generated.
            B:"dirt_9 Armor"=true

            # Determines whether or not the Dried Sand armor should be generated.
            B:"dried_sand_0 Armor"=true

            # Determines whether or not the Amethyst armor should be generated.
            B:"gem_block_0 Armor"=true

            # Determines whether or not the Ruby armor should be generated.
            B:"gem_block_1 Armor"=true

            # Determines whether or not the Peridot armor should be generated.
            B:"gem_block_2 Armor"=true

            # Determines whether or not the Topaz armor should be generated.
            B:"gem_block_3 Armor"=true

            # Determines whether or not the Tanzanite armor should be generated.
            B:"gem_block_4 Armor"=true

            # Determines whether or not the Malachite armor should be generated.
            B:"gem_block_5 Armor"=true

            # Determines whether or not the Sapphire armor should be generated.
            B:"gem_block_6 Armor"=true

            # Determines whether or not the Amber armor should be generated.
            B:"gem_block_7 Armor"=true

            # Determines whether or not the Spectral Moss armor should be generated.
            B:"grass_0 Armor"=true

            # Determines whether or not the Overgrown Stone armor should be generated.
            B:"grass_1 Armor"=true

            # Determines whether or not the Loamy Grass armor should be generated.
            B:"grass_2 Armor"=true

            # Determines whether or not the Sandy Grass armor should be generated.
            B:"grass_3 Armor"=true

            # Determines whether or not the Silty Grass armor should be generated.
            B:"grass_4 Armor"=true

            # Determines whether or not the Origin Grass armor should be generated.
            B:"grass_5 Armor"=true

            # Determines whether or not the Overgrown Netherrack armor should be generated.
            B:"grass_6 Armor"=true

            # Determines whether or not the Flowering Grass Bloock armor should be generated.
            B:"grass_7 Armor"=true

            # Determines whether or not the Hardened Ice armor should be generated.
            B:"hard_ice_0 Armor"=true

            # Determines whether or not the Hive armor should be generated.
            B:"hive_0 Armor"=true

            # Determines whether or not the Honeycomb armor should be generated.
            B:"hive_1 Armor"=true

            # Determines whether or not the Empty Honeycomb armor should be generated.
            B:"hive_2 Armor"=true

            # Determines whether or not the Filled Honeycomb armor should be generated.
            B:"hive_3 Armor"=true

            # Determines whether or not the Honey armor should be generated.
            B:"honey_block_0 Armor"=true

            # Determines whether or not the Jelled Poison armor should be generated.
            B:"jelled_poison_0 Armor"=true

            # Determines whether or not the Yellow Autumn Leaves armor should be generated.
            B:"leaves_0_0 Armor"=true

            # Determines whether or not the Orange Autumn Leaves armor should be generated.
            B:"leaves_0_1 Armor"=true

            # Determines whether or not the Bamboo Leaves armor should be generated.
            B:"leaves_0_2 Armor"=true

            # Determines whether or not the Magic Leaves armor should be generated.
            B:"leaves_0_3 Armor"=true

            # Determines whether or not the Umbran Leaves armor should be generated.
            B:"leaves_1_0 Armor"=true

            # Determines whether or not the Dead Leaves armor should be generated.
            B:"leaves_1_1 Armor"=true

            # Determines whether or not the Fir Leaves armor should be generated.
            B:"leaves_1_2 Armor"=true

            # Determines whether or not the Ethereal Leaves armor should be generated.
            B:"leaves_1_3 Armor"=true

            # Determines whether or not the Origin Leaves armor should be generated.
            B:"leaves_2_0 Armor"=true

            # Determines whether or not the Pink Cherry Leaves armor should be generated.
            B:"leaves_2_1 Armor"=true

            # Determines whether or not the White Cherry Leaves armor should be generated.
            B:"leaves_2_2 Armor"=true

            # Determines whether or not the Maple Leaves armor should be generated.
            B:"leaves_2_3 Armor"=true

            # Determines whether or not the Hellbark Leaves armor should be generated.
            B:"leaves_3_0 Armor"=true

            # Determines whether or not the Flowering Oak Leaves armor should be generated.
            B:"leaves_3_1 Armor"=true

            # Determines whether or not the Jacaranda Leaves armor should be generated.
            B:"leaves_3_2 Armor"=true

            # Determines whether or not the Sacred Oak Leaves armor should be generated.
            B:"leaves_3_3 Armor"=true

            # Determines whether or not the Mangrove Leaves armor should be generated.
            B:"leaves_4_0 Armor"=true

            # Determines whether or not the Palm Leaves armor should be generated.
            B:"leaves_4_1 Armor"=true

            # Determines whether or not the Redwood Leaves armor should be generated.
            B:"leaves_4_2 Armor"=true

            # Determines whether or not the Willow Leaves armor should be generated.
            B:"leaves_4_3 Armor"=true

            # Determines whether or not the Pine Leaves armor should be generated.
            B:"leaves_5_0 Armor"=true

            # Determines whether or not the Mahogany Leaves armor should be generated.
            B:"leaves_5_1 Armor"=true

            # Determines whether or not the Ebony Leaves armor should be generated.
            B:"leaves_5_2 Armor"=true

            # Determines whether or not the Eucalyptus Leaves armor should be generated.
            B:"leaves_5_3 Armor"=true

            # Determines whether or not the Giant Red Flower Petal armor should be generated.
            B:"leaves_6_0 Armor"=true

            # Determines whether or not the Giant Yellow Flower Petal armor should be generated.
            B:"leaves_6_1 Armor"=true

            # Determines whether or not the Sacred Oak Wood armor should be generated.
            B:"log_0_0 Armor"=true

            # Determines whether or not the Cherry Wood armor should be generated.
            B:"log_0_1 Armor"=true

            # Determines whether or not the Umbran Wood armor should be generated.
            B:"log_0_2 Armor"=true

            # Determines whether or not the Fir Wood armor should be generated.
            B:"log_0_3 Armor"=true

            # Determines whether or not the Ethereal Wood armor should be generated.
            B:"log_1_0 Armor"=true

            # Determines whether or not the Magic Wood armor should be generated.
            B:"log_1_1 Armor"=true

            # Determines whether or not the Mangrove Wood armor should be generated.
            B:"log_1_2 Armor"=true

            # Determines whether or not the Palm Wood armor should be generated.
            B:"log_1_3 Armor"=true

            # Determines whether or not the Redwood Wood armor should be generated.
            B:"log_2_0 Armor"=true

            # Determines whether or not the Willow Wood armor should be generated.
            B:"log_2_1 Armor"=true

            # Determines whether or not the Pine Wood armor should be generated.
            B:"log_2_2 Armor"=true

            # Determines whether or not the Hellbark Wood armor should be generated.
            B:"log_2_3 Armor"=true

            # Determines whether or not the Jacaranda Wood armor should be generated.
            B:"log_3_0 Armor"=true

            # Determines whether or not the Mahogany Wood armor should be generated.
            B:"log_3_1 Armor"=true

            # Determines whether or not the Ebony Wood armor should be generated.
            B:"log_3_2 Armor"=true

            # Determines whether or not the Eucalyptus Wood armor should be generated.
            B:"log_3_3 Armor"=true

            # Determines whether or not the Giant Flower Stem armor should be generated.
            B:"log_4_0 Armor"=true

            # Determines whether or not the Dead Wood armor should be generated.
            B:"log_4_1 Armor"=true

            # Determines whether or not the Mud Brick armor should be generated.
            B:"mud_brick_block_0 Armor"=true

            # Determines whether or not the Sacred Oak Wood Plank armor should be generated.
            B:"planks_0_0 Armor"=true

            # Determines whether or not the Cherry Wood Plank armor should be generated.
            B:"planks_0_1 Armor"=true

            # Determines whether or not the Pine Wood Plank armor should be generated.
            B:"planks_0_10 Armor"=true

            # Determines whether or not the Hellbark Wood Plank armor should be generated.
            B:"planks_0_11 Armor"=true

            # Determines whether or not the Jacaranda Wood Plank armor should be generated.
            B:"planks_0_12 Armor"=true

            # Determines whether or not the Mahogany Wood Plank armor should be generated.
            B:"planks_0_13 Armor"=true

            # Determines whether or not the Ebony Wood Plank armor should be generated.
            B:"planks_0_14 Armor"=true

            # Determines whether or not the Eucalyptus Wood Plank armor should be generated.
            B:"planks_0_15 Armor"=true

            # Determines whether or not the Umbran Wood Plank armor should be generated.
            B:"planks_0_2 Armor"=true

            # Determines whether or not the Fir Wood Plank armor should be generated.
            B:"planks_0_3 Armor"=true

            # Determines whether or not the Ethereal Wood Plank armor should be generated.
            B:"planks_0_4 Armor"=true

            # Determines whether or not the Magic Wood Plank armor should be generated.
            B:"planks_0_5 Armor"=true

            # Determines whether or not the Mangrove Wood Plank armor should be generated.
            B:"planks_0_6 Armor"=true

            # Determines whether or not the Palm Wood Plank armor should be generated.
            B:"planks_0_7 Armor"=true

            # Determines whether or not the Redwood Wood Plank armor should be generated.
            B:"planks_0_8 Armor"=true

            # Determines whether or not the Willow Wood Plank armor should be generated.
            B:"planks_0_9 Armor"=true

            # Determines whether or not the Polished Shale armor should be generated.
            B:"stone_10 Armor"=true

            # Determines whether or not the Polished Siltstone armor should be generated.
            B:"stone_9 Armor"=true
        }

        ##########################################################################################################
        # iskallium reactors
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from Iskallium Reactors blocks.
        ##########################################################################################################

        "iskallium reactors" {
            # Determines whether or not the Iskallium Glass armor should be generated.
            B:"iskallium_glass Armor"=true
        }

        "mrcrayfish's furniture mod" {
            B:"basin Armor"=true
            B:"bird_bath Armor"=true
            B:"counter Armor"=true
            B:"counter_sink Armor"=true
            B:"table_acacia Armor"=true
            B:"table_birch Armor"=true
            B:"table_dark_oak Armor"=true
            B:"table_jungle Armor"=true
            B:"table_oak Armor"=true
            B:"table_outdoor Armor"=true
            B:"table_spruce Armor"=true
            B:"table_stone Armor"=true
        }

        "industrialcraft 2" {
            B:"leaves Armor"=true
            B:"resource_10 Armor"=true
            B:"resource_11 Armor"=true
            B:"resource_12 Armor"=true
            B:"resource_13 Armor"=true
            B:"resource_14 Armor"=true
            B:"rubber_wood Armor"=true
            B:"wall_0 Armor"=true
            B:"wall_1 Armor"=true
            B:"wall_10 Armor"=true
            B:"wall_11 Armor"=true
            B:"wall_12 Armor"=true
            B:"wall_13 Armor"=true
            B:"wall_14 Armor"=true
            B:"wall_15 Armor"=true
            B:"wall_2 Armor"=true
            B:"wall_3 Armor"=true
            B:"wall_4 Armor"=true
            B:"wall_5 Armor"=true
            B:"wall_6 Armor"=true
            B:"wall_7 Armor"=true
            B:"wall_8 Armor"=true
            B:"wall_9 Armor"=true
        }

        ##########################################################################################################
        # ender zoo
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from Ender Zoo blocks.
        ##########################################################################################################

        "ender zoo" {
            # Determines whether or not the Concussion Charge armor should be generated.
            B:"blockconcussioncharge Armor"=true

            # Determines whether or not the Confusing Charge armor should be generated.
            B:"blockconfusingcharge Armor"=true

            # Determines whether or not the Ender Charge armor should be generated.
            B:"blockendercharge Armor"=true
        }

        "refined storage" {
            B:"machine_casing Armor"=true
        }

        ##########################################################################################################
        # drzhark's mo'creatures mod
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from DrZhark's Mo'Creatures Mod blocks.
        ##########################################################################################################

        "drzhark's mo'creatures mod" {
            # Determines whether or not the WyvernLair Dirt armor should be generated.
            B:"mocdirt_0 Armor"=true

            # Determines whether or not the OgreLair Dirt armor should be generated.
            B:"mocdirt_1 Armor"=true

            # Determines whether or not the WyvernLair Grass armor should be generated.
            B:"mocgrass_0 Armor"=true

            # Determines whether or not the OgreLair Grass armor should be generated.
            B:"mocgrass_1 Armor"=true

            # Determines whether or not the WyvernLair Leaves armor should be generated.
            B:"mocleaves_0 Armor"=true

            # Determines whether or not the OgreLair Leaves armor should be generated.
            B:"mocleaves_1 Armor"=true

            # Determines whether or not the WyvernLair Log armor should be generated.
            B:"moclog_0 Armor"=true

            # Determines whether or not the OgreLair Log armor should be generated.
            B:"moclog_1 Armor"=true

            # Determines whether or not the WyvernLair Stone armor should be generated.
            B:"mocstone_0 Armor"=true

            # Determines whether or not the OgreLair Stone armor should be generated.
            B:"mocstone_1 Armor"=true

            # Determines whether or not the WyvernLair Wood Plank armor should be generated.
            B:"mocwoodplank_0 Armor"=true

            # Determines whether or not the OgreLair Wood Plank armor should be generated.
            B:"mocwoodplank_1 Armor"=true
        }

        ##########################################################################################################
        # cropdusting
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from CropDusting blocks.
        ##########################################################################################################

        cropdusting {
            # Determines whether or not the Fertile Dirt armor should be generated.
            B:"fertile_dirt Armor"=true
        }

        ##########################################################################################################
        # recurrent complex
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from Recurrent Complex blocks.
        ##########################################################################################################

        "recurrent complex" {
            # Determines whether or not the Solid (0 ~ Natural Floor) armor should be generated.
            B:"generic_solid_0 Armor"=true

            # Determines whether or not the Solid (1 ~ Barrier) armor should be generated.
            B:"generic_solid_1 Armor"=true

            # Determines whether or not the Solid (10) armor should be generated.
            B:"generic_solid_10 Armor"=true

            # Determines whether or not the Solid (11) armor should be generated.
            B:"generic_solid_11 Armor"=true

            # Determines whether or not the Solid (12) armor should be generated.
            B:"generic_solid_12 Armor"=true

            # Determines whether or not the Solid (13) armor should be generated.
            B:"generic_solid_13 Armor"=true

            # Determines whether or not the Solid (14) armor should be generated.
            B:"generic_solid_14 Armor"=true

            # Determines whether or not the Solid (15) armor should be generated.
            B:"generic_solid_15 Armor"=true

            # Determines whether or not the Solid (2) armor should be generated.
            B:"generic_solid_2 Armor"=true

            # Determines whether or not the Solid (3) armor should be generated.
            B:"generic_solid_3 Armor"=true

            # Determines whether or not the Solid (4) armor should be generated.
            B:"generic_solid_4 Armor"=true

            # Determines whether or not the Solid (5) armor should be generated.
            B:"generic_solid_5 Armor"=true

            # Determines whether or not the Solid (6) armor should be generated.
            B:"generic_solid_6 Armor"=true

            # Determines whether or not the Solid (7) armor should be generated.
            B:"generic_solid_7 Armor"=true

            # Determines whether or not the Solid (8) armor should be generated.
            B:"generic_solid_8 Armor"=true

            # Determines whether or not the Solid (9) armor should be generated.
            B:"generic_solid_9 Armor"=true
        }

        "village box" {
            B:"buildbox_exlarge Armor"=true
            B:"buildbox_large Armor"=true
            B:"buildbox_medium Armor"=true
            B:"buildbox_small Armor"=true
        }

        ##########################################################################################################
        # immersive engineering
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from Immersive Engineering blocks.
        ##########################################################################################################

        "immersive engineering" {
            # Determines whether or not the Copper Coil armor should be generated.
            B:"metaldecoration0_0 Armor"=true

            # Determines whether or not the Electrum Coil armor should be generated.
            B:"metaldecoration0_1 Armor"=true

            # Determines whether or not the High-Voltage Coil armor should be generated.
            B:"metaldecoration0_2 Armor"=true

            # Determines whether or not the Redstone Engineering armor should be generated.
            B:"metaldecoration0_3 Armor"=true

            # Determines whether or not the Light Engineering armor should be generated.
            B:"metaldecoration0_4 Armor"=true

            # Determines whether or not the Heavy Engineering armor should be generated.
            B:"metaldecoration0_5 Armor"=true

            # Determines whether or not the Generator armor should be generated.
            B:"metaldecoration0_6 Armor"=true

            # Determines whether or not the Radiator armor should be generated.
            B:"metaldecoration0_7 Armor"=true

            # Determines whether or not the Copper Sheetmetal armor should be generated.
            B:"sheetmetal_0 Armor"=true

            # Determines whether or not the Aluminium Sheetmetal armor should be generated.
            B:"sheetmetal_1 Armor"=true

            # Determines whether or not the Gold Sheetmetal armor should be generated.
            B:"sheetmetal_10 Armor"=true

            # Determines whether or not the Lead Sheetmetal armor should be generated.
            B:"sheetmetal_2 Armor"=true

            # Determines whether or not the Silver Sheetmetal armor should be generated.
            B:"sheetmetal_3 Armor"=true

            # Determines whether or not the Nickel Sheetmetal armor should be generated.
            B:"sheetmetal_4 Armor"=true

            # Determines whether or not the Uranium Sheetmetal armor should be generated.
            B:"sheetmetal_5 Armor"=true

            # Determines whether or not the Constantan Sheetmetal armor should be generated.
            B:"sheetmetal_6 Armor"=true

            # Determines whether or not the Electrum Sheetmetal armor should be generated.
            B:"sheetmetal_7 Armor"=true

            # Determines whether or not the Steel Sheetmetal armor should be generated.
            B:"sheetmetal_8 Armor"=true

            # Determines whether or not the Iron Sheetmetal armor should be generated.
            B:"sheetmetal_9 Armor"=true

            # Determines whether or not the Coke Brick armor should be generated.
            B:"stonedecoration_0 Armor"=true

            # Determines whether or not the Blast Brick armor should be generated.
            B:"stonedecoration_1 Armor"=true

            # Determines whether or not the Reinforced Blast Brick armor should be generated.
            B:"stonedecoration_2 Armor"=true

            # Determines whether or not the Hempcrete armor should be generated.
            B:"stonedecoration_4 Armor"=true

            # Determines whether or not the Concrete Tile armor should be generated.
            B:"stonedecoration_6 Armor"=true

            # Determines whether or not the Leaded Concrete armor should be generated.
            B:"stonedecoration_7 Armor"=true

            # Determines whether or not the Insulating Glass armor should be generated.
            B:"stonedecoration_8 Armor"=true

            # Determines whether or not the Treated Wood Plank armor should be generated.
            B:"treatedwood_0 Armor"=true
        }

        ##########################################################################################################
        # steve's carts 2
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from Steve's Carts 2 blocks.
        ##########################################################################################################

        "steve's carts 2" {
            # Determines whether or not the Reinforced Metal armor should be generated.
            B:"blockmetalstorage_0 Armor"=true

            # Determines whether or not the Galgadorian armor should be generated.
            B:"blockmetalstorage_1 Armor"=true

            # Determines whether or not the Enhanced Galgadorian armor should be generated.
            B:"blockmetalstorage_2 Armor"=true
        }

        ##########################################################################################################
        # mine addons
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from Mine Addons blocks.
        ##########################################################################################################

        "mine addons" {
            # Determines whether or not the Orange Concrete armor should be generated.
            B:"concrete_1 Armor"=true

            # Determines whether or not the Purple Concrete armor should be generated.
            B:"concrete_10 Armor"=true

            # Determines whether or not the Blue Concrete armor should be generated.
            B:"concrete_11 Armor"=true

            # Determines whether or not the Brown Concrete armor should be generated.
            B:"concrete_12 Armor"=true

            # Determines whether or not the Green Concrete armor should be generated.
            B:"concrete_13 Armor"=true

            # Determines whether or not the Red Concrete armor should be generated.
            B:"concrete_14 Armor"=true

            # Determines whether or not the Black Concrete armor should be generated.
            B:"concrete_15 Armor"=true

            # Determines whether or not the Magenta Concrete armor should be generated.
            B:"concrete_2 Armor"=true

            # Determines whether or not the Light Blue Concrete armor should be generated.
            B:"concrete_3 Armor"=true

            # Determines whether or not the Yellow Concrete armor should be generated.
            B:"concrete_4 Armor"=true

            # Determines whether or not the Lime Concrete armor should be generated.
            B:"concrete_5 Armor"=true

            # Determines whether or not the Pink Concrete armor should be generated.
            B:"concrete_6 Armor"=true

            # Determines whether or not the Gray Concrete armor should be generated.
            B:"concrete_7 Armor"=true

            # Determines whether or not the Light Gray Concrete armor should be generated.
            B:"concrete_8 Armor"=true

            # Determines whether or not the Cyan Concrete armor should be generated.
            B:"concrete_9 Armor"=true

            # Determines whether or not the Orange Concrete Powder armor should be generated.
            B:"concrete_powder_1 Armor"=true

            # Determines whether or not the Purple Concrete Powder armor should be generated.
            B:"concrete_powder_10 Armor"=true

            # Determines whether or not the Blue Concrete Powder armor should be generated.
            B:"concrete_powder_11 Armor"=true

            # Determines whether or not the Brown Concrete Powder armor should be generated.
            B:"concrete_powder_12 Armor"=true

            # Determines whether or not the Green Concrete Powder armor should be generated.
            B:"concrete_powder_13 Armor"=true

            # Determines whether or not the Red Concrete Powder armor should be generated.
            B:"concrete_powder_14 Armor"=true

            # Determines whether or not the Black Concrete Powder armor should be generated.
            B:"concrete_powder_15 Armor"=true

            # Determines whether or not the Magenta Concrete Powder armor should be generated.
            B:"concrete_powder_2 Armor"=true

            # Determines whether or not the Light Blue Concrete Powder armor should be generated.
            B:"concrete_powder_3 Armor"=true

            # Determines whether or not the Yellow Concrete Powder armor should be generated.
            B:"concrete_powder_4 Armor"=true

            # Determines whether or not the Lime Concrete Powder armor should be generated.
            B:"concrete_powder_5 Armor"=true

            # Determines whether or not the Pink Concrete Powder armor should be generated.
            B:"concrete_powder_6 Armor"=true

            # Determines whether or not the Gray Concrete Powder armor should be generated.
            B:"concrete_powder_7 Armor"=true

            # Determines whether or not the Light Gray Concrete Powder armor should be generated.
            B:"concrete_powder_8 Armor"=true

            # Determines whether or not the Cyan Concrete Powder armor should be generated.
            B:"concrete_powder_9 Armor"=true

            # Determines whether or not the Lava Sponge armor should be generated.
            B:"lavasponge_0 Armor"=true

            # Determines whether or not the Wet Lava Sponge armor should be generated.
            B:"lavasponge_1 Armor"=true

            # Determines whether or not the Observer armor should be generated.
            B:"observer Armor"=true

            # Determines whether or not the Black Terracotta armor should be generated.
            B:"terracotta_black Armor"=true

            # Determines whether or not the Blue Terracotta armor should be generated.
            B:"terracotta_blue Armor"=true

            # Determines whether or not the Brown Terracotta armor should be generated.
            B:"terracotta_brown Armor"=true

            # Determines whether or not the Cyan Terracotta armor should be generated.
            B:"terracotta_cyan Armor"=true

            # Determines whether or not the Gray Terracotta armor should be generated.
            B:"terracotta_gray Armor"=true

            # Determines whether or not the Green Terracotta armor should be generated.
            B:"terracotta_green Armor"=true

            # Determines whether or not the Light Blue Terracotta armor should be generated.
            B:"terracotta_lightblue Armor"=true

            # Determines whether or not the Light Gray Terracotta armor should be generated.
            B:"terracotta_lightgray Armor"=true

            # Determines whether or not the Lime Terracotta armor should be generated.
            B:"terracotta_lime Armor"=true

            # Determines whether or not the Magenta Terracotta armor should be generated.
            B:"terracotta_magenta Armor"=true

            # Determines whether or not the Orange Terracotta armor should be generated.
            B:"terracotta_orange Armor"=true

            # Determines whether or not the Pink Terracotta armor should be generated.
            B:"terracotta_pink Armor"=true

            # Determines whether or not the Purple Terracotta armor should be generated.
            B:"terracotta_purple Armor"=true

            # Determines whether or not the Red Terracotta armor should be generated.
            B:"terracotta_red Armor"=true

            # Determines whether or not the White Terracotta armor should be generated.
            B:"terracotta_white Armor"=true

            # Determines whether or not the Yellow Terracotta armor should be generated.
            B:"terracotta_yellow Armor"=true
        }

        ##########################################################################################################
        # nether core
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from Nether Core blocks.
        ##########################################################################################################

        "nether core" {
            # Determines whether or not the Compressed Netherrack armor should be generated.
            B:"compressed_netherrack_0 Armor"=true

            # Determines whether or not the Double Compressed Netherrack armor should be generated.
            B:"compressed_netherrack_1 Armor"=true

            # Determines whether or not the Triple Compressed Netherrack armor should be generated.
            B:"compressed_netherrack_2 Armor"=true

            # Determines whether or not the Quadruple Compressed Netherrack armor should be generated.
            B:"compressed_netherrack_3 Armor"=true

            # Determines whether or not the Quintuple Compressed Netherrack armor should be generated.
            B:"compressed_netherrack_4 Armor"=true

            # Determines whether or not the Sextuple Compressed Netherrack armor should be generated.
            B:"compressed_netherrack_5 Armor"=true

            # Determines whether or not the Septuple Compressed Netherrack armor should be generated.
            B:"compressed_netherrack_6 Armor"=true

            # Determines whether or not the Octuple Compressed Netherrack armor should be generated.
            B:"compressed_netherrack_7 Armor"=true

            # Determines whether or not the Nether Coal armor should be generated.
            B:"nether_coal_block Armor"=true

            # Determines whether or not the Nether Growth armor should be generated.
            B:"nether_grass Armor"=true

            # Determines whether or not the Nether Stone Brick Road armor should be generated.
            B:"stone_7 Armor"=true

            # Determines whether or not the Chiseled Nether Stone armor should be generated.
            B:"stone_8 Armor"=true
        }

        simplesirensandbells {
            B:"alertsiren Armor"=true
            B:"bells Armor"=true
            B:"firealarm Armor"=true
            B:"sirennuke Armor"=true
            B:"sirentornado Armor"=true
        }

        ##########################################################################################################
        # xnet
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from XNet blocks.
        ##########################################################################################################

        xnet {
            # Determines whether or not the Network Cable armor should be generated.
            B:"netcable_0 Armor"=true

            # Determines whether or not the Redstone Proxy armor should be generated.
            B:"redstone_proxy Armor"=true
        }

        ##########################################################################################################
        # compact machines 2
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from Compact Machines 2 blocks.
        ##########################################################################################################

        "compact machines 2" {
            # Determines whether or not the Solid Compact Machine Wall armor should be generated.
            B:"wall Armor"=true

            # Determines whether or not the Compact Machine Wall armor should be generated.
            B:"wallbreakable Armor"=true
        }

        ##########################################################################################################
        # the betweenlands
        #--------------------------------------------------------------------------------------------------------#
        # Enable or disable armor made from The Betweenlands blocks.
        ##########################################################################################################

        "the betweenlands" {
            # Determines whether or not the Angry Betweenstone armor should be generated.
            B:"angry_betweenstone Armor"=true

            # Determines whether or not the Aqua Middle Gem armor should be generated.
            B:"aqua_middle_gem_block Armor"=true

            # Determines whether or not the Betweenlands Bedrock armor should be generated.
            B:"betweenlands_bedrock Armor"=true

            # Determines whether or not the Betweenstone armor should be generated.
            B:"betweenstone Armor"=true

            # Determines whether or not the Betweenstone Brick armor should be generated.
            B:"betweenstone_bricks Armor"=true

            # Determines whether or not the Chiseled Betweenstone armor should be generated.
            B:"betweenstone_chiseled Armor"=true

            # Determines whether or not the Betweenstone Tiles armor should be generated.
            B:"betweenstone_tiles Armor"=true

            # Determines whether or not the Bulb-Capped Mushroom Cap armor should be generated.
            B:"bulb_capped_mushroom_cap Armor"=true

            # Determines whether or not the Bulb-Capped Mushroom Stalk armor should be generated.
            B:"bulb_capped_mushroom_stalk Armor"=true

            # Determines whether or not the Carved Cragrock armor should be generated.
            B:"carved_cragrock Armor"=true

            # Determines whether or not the Coarse Swamp Dirt armor should be generated.
            B:"coarse_swamp_dirt Armor"=true

            # Determines whether or not the Compost armor should be generated.
            B:"compost_block Armor"=true

            # Determines whether or not the Cracked Betweenstone Brick armor should be generated.
            B:"cracked_betweenstone_bricks Armor"=true

            # Determines whether or not the Cracked Betweenstone Tiles armor should be generated.
            B:"cracked_betweenstone_tiles Armor"=true

            # Determines whether or not the Cragrock armor should be generated.
            B:"cragrock_0 Armor"=true

            # Determines whether or not the Mossy Cragrock Top armor should be generated.
            B:"cragrock_1 Armor"=true

            # Determines whether or not the Mossy Cragrock Bottom armor should be generated.
            B:"cragrock_2 Armor"=true

            # Determines whether or not the Cragrock Brick armor should be generated.
            B:"cragrock_bricks Armor"=true

            # Determines whether or not the Chiseled Cragrock armor should be generated.
            B:"cragrock_chiseled Armor"=true

            # Determines whether or not the Cragrock Tiles armor should be generated.
            B:"cragrock_tiles Armor"=true

            # Determines whether or not the Crimson Middle Gem armor should be generated.
            B:"crimson_middle_gem_block Armor"=true

            # Determines whether or not the Deep Water Coral armor should be generated.
            B:"deep_water_coral_block Armor"=true

            # Determines whether or not the Green Dentrothyst armor should be generated.
            B:"dentrothyst_0 Armor"=true

            # Determines whether or not the Orange Dentrothyst armor should be generated.
            B:"dentrothyst_1 Armor"=true

            # Determines whether or not the Rune Stone armor should be generated.
            B:"druid_stone_1 Armor"=true

            # Determines whether or not the Corrupt Betweenstone armor should be generated.
            B:"generic_stone_0 Armor"=true

            # Determines whether or not the Glowing Betweenstone Tile armor should be generated.
            B:"glowing_betweenstone_tile Armor"=true

            # Determines whether or not the Glowing Smooth Cragrock armor should be generated.
            B:"glowing_smooth_cragrock Armor"=true

            # Determines whether or not the Green Middle Gem armor should be generated.
            B:"green_middle_gem_block Armor"=true

            # Determines whether or not the Hollow Log armor should be generated.
            B:"hollow_log Armor"=true

            # Determines whether or not the Inactive Glowing Smooth Cragrock armor should be generated.
            B:"inactive_glowing_smooth_cragrock Armor"=true

            # Determines whether or not the Rubber Tree Leaves armor should be generated.
            B:"leaves_rubber_tree Armor"=true

            # Determines whether or not the Sap Tree Leaves armor should be generated.
            B:"leaves_sap_tree Armor"=true

            # Determines whether or not the Weedwood Leaves armor should be generated.
            B:"leaves_weedwood_tree Armor"=true

            # Determines whether or not the Life Crystal Stalactite armor should be generated.
            B:"life_crystal_stalactite_0 Armor"=true

            # Determines whether or not the Chiseled Limestone armor should be generated.
            B:"limestone_chiseled Armor"=true

            # Determines whether or not the Limestone Tiles armor should be generated.
            B:"limestone_tiles Armor"=true

            # Determines whether or not the Rotten Bark armor should be generated.
            B:"log_rotten_bark Armor"=true

            # Determines whether or not the Sap Tree Log armor should be generated.
            B:"log_sap Armor"=true

            # Determines whether or not the Weedwood Log armor should be generated.
            B:"log_weedwood Armor"=true

            # Determines whether or not the Mire Coral armor should be generated.
            B:"mire_coral_block Armor"=true

            # Determines whether or not the Mossy Betweenstone Brick armor should be generated.
            B:"mossy_betweenstone_bricks Armor"=true

            # Determines whether or not the Mossy Betweenstone Tiles armor should be generated.
            B:"mossy_betweenstone_tiles Armor"=true

            # Determines whether or not the Mossy Smooth Betweenstone armor should be generated.
            B:"mossy_smooth_betweenstone Armor"=true

            # Determines whether or not the Octine armor should be generated.
            B:"octine_block Armor"=true

            # Determines whether or not the Pitstone armor should be generated.
            B:"pitstone Armor"=true

            # Determines whether or not the Pitstone Brick armor should be generated.
            B:"pitstone_bricks Armor"=true

            # Determines whether or not the Chiseled Pitstone armor should be generated.
            B:"pitstone_chiseled Armor"=true

            # Determines whether or not the Pitstone Tiles armor should be generated.
            B:"pitstone_tiles Armor"=true

            # Determines whether or not the Green Polished Dentrothyst armor should be generated.
            B:"polished_dentrothyst_0 Armor"=true

            # Determines whether or not the Orange Polished Dentrothyst armor should be generated.
            B:"polished_dentrothyst_1 Armor"=true

            # Determines whether or not the Top Left Portal Frame armor should be generated.
            B:"portal_frame_0 Armor"=true

            # Determines whether or not the Top Portal Frame armor should be generated.
            B:"portal_frame_1 Armor"=true

            # Determines whether or not the Top Right Portal Frame armor should be generated.
            B:"portal_frame_2 Armor"=true

            # Determines whether or not the Right Side Portal Frame armor should be generated.
            B:"portal_frame_3 Armor"=true

            # Determines whether or not the Left Side Portal Frame armor should be generated.
            B:"portal_frame_4 Armor"=true

            # Determines whether or not the Bottom Left Portal Frame armor should be generated.
            B:"portal_frame_5 Armor"=true

            # Determines whether or not the Bottom Portal Frame armor should be generated.
            B:"portal_frame_6 Armor"=true

            # Determines whether or not the Bottom Right Portal Frame armor should be generated.
            B:"portal_frame_7 Armor"=true

            # Determines whether or not the Purified Swamp Dirt armor should be generated.
            B:"purified_swamp_dirt Armor"=true

            # Determines whether or not the Underwater Root armor should be generated.
            B:"root_underwater Armor"=true

            # Determines whether or not the Rubber armor should be generated.
            B:"rubber_block Armor"=true

            # Determines whether or not the Rubber Tree Plank armor should be generated.
            B:"rubber_tree_planks Armor"=true

            # Determines whether or not the Shelf Fungus armor should be generated.
            B:"shelf_fungus Armor"=true

            # Determines whether or not the Silt Glass armor should be generated.
            B:"silt_glass Armor"=true

            # Determines whether or not the Slimy Bone armor should be generated.
            B:"slimy_bone_block Armor"=true

            # Determines whether or not the Slimy Dirt armor should be generated.
            B:"slimy_dirt Armor"=true

            # Determines whether or not the Smooth Betweenstone armor should be generated.
            B:"smooth_betweenstone Armor"=true

            # Determines whether or not the Smooth Cragrock armor should be generated.
            B:"smooth_cragrock Armor"=true

            # Determines whether or not the Smooth Pitstone armor should be generated.
            B:"smooth_pitstone Armor"=true

            # Determines whether or not the Stalactite armor should be generated.
            B:"stalactite Armor"=true

            # Determines whether or not the Sulfur armor should be generated.
            B:"sulfur_block Armor"=true

            # Determines whether or not the Swamp Dirt armor should be generated.
            B:"swamp_dirt Armor"=true

            # Determines whether or not the Swamp Grass armor should be generated.
            B:"swamp_grass Armor"=true

            # Determines whether or not the Syrmorite armor should be generated.
            B:"syrmorite_block Armor"=true

            # Determines whether or not the Solid Tar armor should be generated.
            B:"tar_solid Armor"=true

            # Determines whether or not the Temple Brick armor should be generated.
            B:"temple_bricks Armor"=true

            # Determines whether or not the Valonite armor should be generated.
            B:"valonite_block Armor"=true

            # Determines whether or not the Weak Betweenstone Tiles armor should be generated.
            B:"weak_betweenstone_tiles Armor"=true

            # Determines whether or not the Weak Mossy Betweenstone Tiles armor should be generated.
            B:"weak_mossy_betweenstone_tiles Armor"=true

            # Determines whether or not the Weak polished Limestone armor should be generated.
            B:"weak_polished_limestone Armor"=true

            # Determines whether or not the Weedwood armor should be generated.
            B:"weedwood Armor"=true

            # Determines whether or not the Weedwood Bush armor should be generated.
            B:"weedwood_bush Armor"=true

            # Determines whether or not the Weedwood Plank armor should be generated.
            B:"weedwood_planks Armor"=true
        }

    }

    ##########################################################################################################
    # seteffects
    #--------------------------------------------------------------------------------------------------------#
    # Enable or disable set effects.
    ##########################################################################################################

    seteffects {
        # Determines whether or not the Absorbent set effect can be used.
        B:Absorbent=true

        # Determines whether or not the Arrow Defence set effect can be used.
        B:"Arrow Defence"=true

        # Determines whether or not the AutoSmelt set effect can be used.
        B:AutoSmelt=true

        # Determines whether or not the Bonemealer set effect can be used.
        B:Bonemealer=true

        # Determines whether or not the Crafter set effect can be used.
        B:Crafter=true

        # Determines whether or not the Diorite Vision set effect can be used.
        B:"Diorite Vision"=false

        # Determines whether or not the Diving Suit set effect can be used.
        B:"Diving Suit"=true

        # Determines whether or not the Ender set effect can be used.
        B:Ender=true

        # Determines whether or not the Ender Hoarder set effect can be used.
        B:"Ender Hoarder"=true

        # Determines whether or not the Experience Giving set effect can be used.
        B:"Experience Giving"=true

        # Determines whether or not the Explosive set effect can be used.
        B:Explosive=true

        # Determines whether or not the Falling set effect can be used.
        B:Falling=true

        # Determines whether or not the Feeder set effect can be used.
        B:Feeder=true

        # Determines whether or not the Fiery set effect can be used.
        B:Fiery=true

        # Determines whether or not the Flame Resistant set effect can be used.
        B:"Flame Resistant"=true

        # Determines whether or not the Frosty set effect can be used.
        B:Frosty=true

        # Determines whether or not the Health Boost set effect can be used.
        B:"Health Boost"=true

        # Determines whether or not the Illuminated set effect can be used.
        B:Illuminated=true

        # Determines whether or not the Immovable set effect can be used.
        B:Immovable=true

        # Determines whether or not the Invisibility set effect can be used.
        B:Invisibility=true

        # Determines whether or not the Lightweight set effect can be used.
        B:Lightweight=true

        # Determines whether or not the Lucky set effect can be used.
        B:Lucky=true

        # Determines whether or not the Musical set effect can be used.
        B:Musical=true

        # Determines whether or not the Powerful set effect can be used.
        B:Powerful=true

        # Determines whether or not the Prickly set effect can be used.
        B:Prickly=true

        # Determines whether or not the Puller set effect can be used.
        B:Puller=true

        # Determines whether or not the Pusher set effect can be used.
        B:Pusher=true

        # Determines whether or not the Regrowth set effect can be used.
        B:Regrowth=true

        # Determines whether or not the Slimey set effect can be used.
        B:Slimey=true

        # Determines whether or not the Slippery set effect can be used.
        B:Slippery=true

        # Determines whether or not the Slow Motion set effect can be used.
        B:"Slow Motion"=true

        # Determines whether or not the Snowy set effect can be used.
        B:Snowy=true

        # Determines whether or not the Soft Fall set effect can be used.
        B:"Soft Fall"=true

        # Determines whether or not the Speedy set effect can be used.
        B:Speedy=true

        # Determines whether or not the Time Control set effect can be used.
        B:"Time Control"=true
    }

}


general {
    # Specifies how many armor pieces must be worn for a set's effect(s) to work.
    I:"Armor pieces required for Set Effects"=4

    # Should only need to be changed in the very rare scenario that your world is using all of its item ID's (32k).
    # §2True: all armor sets will be registered and you can freely enable/disable armor sets without restarting.
    # §4False: only enabled armor sets will be registered and you need to restart whenever armor sets are enabled/disabled. Players joining a server with disabled armor sets may need to restart their clients after joining to sync their registered items.
    B:"Register disabled items"=true

    # Should Set Effects use durability of worn armor to work
    B:"Set Effects use durability"=false
}


