
[crates]
	enabled = true
	#Range: 0.0 ~ 1.0
	commonChance = 0.15
	#Range: 0.0 ~ 1.0
	reinforcedChance = 0.04
	#Range: 0.0 ~ 1.0
	ornateChance = 0.02
	#Range: 0.0 ~ 1.0
	netherChance = 0.04
	#Range: 0.0 ~ 1.0
	sunkenChance = 0.006
	#Range: 0.0 ~ 1.0
	frozenChance = 0.006
	#Range: 0 ~ 1000
	commonDamage = 1
	#Range: 0 ~ 1000
	reinforcedDamage = 2
	#Range: 0 ~ 1000
	ornateDamage = 3
	#Range: 0 ~ 1000
	netherDamage = 3
	#Range: 0 ~ 1000
	sunkenDamage = 2
	#Range: 0 ~ 1000
	frozenDamage = 2
	#Range: 0.0 ~ 10.0
	enchantmentChancePerLevel = 0.25
	#Range: 0.0 ~ 1.0
	distillersCoilChance = 0.25
	#Range: 0.0 ~ 1.0
	distillersCoilOrnateChance = 0.01
	#Range: 0.0 ~ 1.0
	netheriteScrapChance = 0.05
	#Range: 0.0 ~ 1.0
	netheriteGearChance = 0.035
	#Range: 0.0 ~ 1.0
	sunkenRecipeFishingChance = 0.01
	#Range: 0.0 ~ 1.0
	sunkenChestConchChance = 0.01
	#Range: 0.0 ~ 1.0
	enderRecipeWarpedCrateChance = 0.08
	#Range: 0.0 ~ 1.0
	commonFishChance = 0.01
	#Range: 0.0 ~ 1.0
	reinforcedFishChance = 0.004
	#Range: 0.0 ~ 1.0
	ornateFishChance = 0.001
	#Range: 0.0 ~ 1.0
	sunkenFishChance = 0.002
	#Range: 0.0 ~ 1.0
	frozenFishChance = 0.002
	#Range: 0.0 ~ 1.0
	commonJunkChance = 0.004
	#Range: 0.0 ~ 1.0
	reinforcedJunkChance = 0.002
	#Range: 0.0 ~ 1.0
	ornateJunkChance = 0.001
	#Range: 0.0 ~ 1.0
	sunkenJunkChance = 0.001
	#Range: 0.0 ~ 1.0
	frozenJunkChance = 0.001
	#Range: 0.0 ~ 10.0
	deepRodChanceMultiplier = 1.25
	#Range: 0.0 ~ 10.0
	basicRodChanceMultiplier = 1.0
	#Range: 0.0 ~ 10.0
	sunkenRecipeChanceMultiplier = 1.0
	#Range: 0.0 ~ 10.0
	sunkenRecipeLuckMultiplierPerLevel = 0.5

[fishing_rod]
	#Range: 0.1 ~ 10.0
	deepRodBiteTimeMultiplier = 1.0
	#Range: 0.1 ~ 10.0
	basicRodBiteTimeMultiplier = 1.0
	#Range: 0 ~ 24000
	deepRodMinLuredTicks = 0
	#Range: 0 ~ 24000
	basicRodMinLuredTicks = 0
	#Range: 0 ~ 24000
	deepRodMinHookedTicks = 0
	#Range: 0 ~ 24000
	basicRodMinHookedTicks = 0
	#Range: 0.0 ~ 1.0
	deepRodDrownedChance = 0.0

[tconstruct_fishing]
	#Multiplier applied per Manyullyn fishing stack (lower is faster).
	#Range: 0.1 ~ 2.0
	manyullynBiteMultiplierPerStack = 0.9
	#Maximum Manyullyn fishing stacks.
	#Range: 0 ~ 10
	manyullynBiteMaxStacks = 3

[nether_fishing]
	enabled = true
	#Range: 0.0 ~ 1.0
	magmaCubeChance = 0.02
	#Range: 0 ~ 20
	magmaCubeMin = 1
	#Range: 0 ~ 20
	magmaCubeMax = 2
	#Range: 0.1 ~ 10.0
	luredTimeMultiplier = 1.0

[ender_fishing]
	enabled = true
	#Range: -64.0 ~ 320.0
	surfaceY = 0.5
	#Range: 0.0 ~ 1.0
	warpedCrateChance = 0.04
	#Range: 0.0 ~ 1.0
	endermiteChance = 0.15
	#Range: 0 ~ 20
	endermiteMin = 1
	#Range: 0 ~ 20
	endermiteMax = 2
	#Range: 0.0 ~ 1.0
	teleportChance = 0.0
	#Range: 0 ~ 64
	teleportMinDistance = 3
	#Range: 0 ~ 64
	teleportMaxDistance = 6
	#Base chance to catch Fish of Ender while void fishing. Charged rod multiplies this by warpedFishChargedMultiplier (default 5x).
	#Range: 0.0 ~ 1.0
	fishOfEnderChance = 0.01

[alluring_lantern]
	enabled = true
	#Range: 1 ~ 24000
	tickIntervalTicks = 40
	#Range: 0.0 ~ 256.0
	radius = 16.0
	#Range: 0 ~ 15
	maxLight = 7
	#Range: 0.0 ~ 5.0
	moveSpeed = 0.8
	#Range: 0 ~ 200
	maxMobsPerTick = 6

[warped_crate]
	#Range: 0 ~ 20
	endermiteMin = 1
	#Range: 0 ~ 20
	endermiteMax = 3
	#Range: 0.0 ~ 1.0
	dragonChance = 0.001
	#Range: 0.0 ~ 1.0
	endermenChance = 0.4
	#Range: 0.0 ~ 1.0
	explosionChance = 0.2
	#Range: 0.0 ~ 1.0
	debuffChance = 0.1
	#Range: 0.0 ~ 1.0
	buffChance = 0.1
	preTeleportEnabled = true
	#Range: 0.0 ~ 1.0
	preTeleportChance = 0.1
	preTeleportInvertControls = true
	#Range: 0 ~ 24000
	invertControlsTicks = 100
	#Range: 0 ~ 100000
	xpMin = 150
	#Range: 0 ~ 100000
	xpMax = 400
	requiresOpenArea = true
	#Range: 0 ~ 16
	openAreaRadius = 2
	openAreaRequireClearAbove = true
	#Range: 0.0 ~ 256.0
	aggroRange = 8.0
	#Range: 0 ~ 24000
	endermanAngerTicks = 200
	sealLockEnabled = true

[inverted_controls]
	#Chance to swap your pickaxe to a different hotbar item when trying to mine.
	#Range: 0.0 ~ 1.0
	pickaxeSwapChance = 0.5

[void_angler]
	#Range: 0.0 ~ 5000.0
	lurkRange = 400.0
	#Range: 1 ~ 24000
	lurkCheckIntervalTicks = 100
	#Range: 0.0 ~ 1.0
	lurkCheckChance = 0.05
	#Range: 0.0 ~ 1.0
	lurkCheckChanceWithCursedCrate = 0.2
	#Range: 0.0 ~ 1.0
	teleportLurkChance = 0.4
	#Range: 0.0 ~ 256.0
	aggroRange = 20.0
	#Range: 0.0 ~ 256.0
	stareRange = 40.0
	#Range: 1 ~ 24000
	stareTicks = 100
	#Range: 1 ~ 24000
	chargeTicks = 40
	#Range: 0.1 ~ 10.0
	chargeSpeed = 1.6
	#Maximum distance to begin a charge attack.
	#Range: 1.0 ~ 128.0
	chargeRange = 24.0
	#Range: 0.0 ~ 320.0
	maxChaseY = 35.0
	#Range: 0 ~ 24000
	hurtSoundCooldownTicks = 20
	#Cooldown (ticks) before the angler can phase through blocks again.
	#Range: 0 ~ 24000
	phaseCooldownTicks = 160
	#Run heavy void angler logic every N ticks (lower = smoother, higher = less lag).
	#Range: 1 ~ 24000
	logicIntervalTicks = 2
	debugLogging = false
	#Range: 1 ~ 24000
	debugLogIntervalTicks = 20
	#Range: 0 ~ 24000
	hideAfterDisengageTicks = 240
	#Base chance for void angler to spawn when catching something while void fishing.
	#Range: 0.0 ~ 1.0
	fishingSpawnChance = 0.01
	naturalSpawnsEnabled = true
	#Range: 1 ~ 24000
	naturalSpawnIntervalTicks = 600
	#Range: 0.0 ~ 1.0
	naturalSpawnChance = 0.14
	#Range: 0 ~ 10000
	naturalSpawnMinDistance = 64
	#Range: 0 ~ 10000
	naturalSpawnMaxDistance = 256
	#Range: 0 ~ 320
	naturalSpawnYMax = 25
	#Range: 0 ~ 100
	naturalSpawnMaxInArea = 1
	#Range: 0 ~ 5000
	naturalSpawnAreaRadius = 200
	#Range: 0 ~ 1000
	naturalSpawnMaxTotal = 9
	#Range: 1.0 ~ 10000.0
	maxHealth = 120.0
	#Range: 0.0 ~ 1000.0
	attackDamage = 18.0
	#Range: 0.0 ~ 1024.0
	followRange = 64.0
	#Range: 0.0 ~ 5.0
	moveSpeed = 0.4
	#Range: 0.0 ~ 5.0
	flySpeed = 0.5
	#Range: 0.0 ~ 1.0
	knockbackResistance = 0.9
	#Chance reduction per Abyssium armor piece for void angler lurk checks.
	#Range: 0.0 ~ 1.0
	deepDefenseLurkReductionPerLevel = 0.02
	#Minimum Luminescent Pearls dropped by void angler on death.
	#Range: 0 ~ 64
	luminescentPearlMin = 4
	#Maximum Luminescent Pearls dropped by void angler on death.
	#Range: 0 ~ 64
	luminescentPearlMax = 8
	#Chance (0.0 to 1.0) for the void angler to drop an Abyssal Lure. Not affected by looting.
	#Range: 0.0 ~ 1.0
	abyssalLureChance = 0.75

[void_vision]
	#Range: 0.0 ~ 512.0
	rangeLevel1 = 50.0
	#Range: 0.0 ~ 512.0
	rangeLevel2 = 125.0
	#Fog density reduction multiplier for Void Vision level 1 (0.0 = no fog, 1.0 = full fog).
	#Range: 0.0 ~ 1.0
	fogReductionLevel1 = 0.5
	#Fog density reduction multiplier for Void Vision level 2 (0.0 = no fog, 1.0 = full fog).
	#Range: 0.0 ~ 1.0
	fogReductionLevel2 = 0.15
	#Opacity of hidden void angler when in creative or spectator mode (0.0 = invisible, 1.0 = fully visible).
	#Range: 0.0 ~ 1.0
	anglerGhostOpacityCreative = 0.75
	#Opacity of hidden void angler when using Void Vision level 1 (0.0 = invisible, 1.0 = fully visible).
	#Range: 0.0 ~ 1.0
	anglerGhostOpacityVisionLevel1 = 0.3
	#Opacity of hidden void angler when using Void Vision level 2 (0.0 = invisible, 1.0 = fully visible).
	#Range: 0.0 ~ 1.0
	anglerGhostOpacityVisionLevel2 = 0.5

[void_moss]
	spreadEnabled = true
	#Range: 0.0 ~ 1.0
	spreadChance = 0.1
	#Range: 1 ~ 16
	spreadAttempts = 1
	#Extra spread chance multiplier per nearby void moss block.
	#Range: 0.0 ~ 10.0
	neighborBoost = 0.1
	#Radius to count nearby void moss blocks for spread boost.
	#Range: 1 ~ 8
	neighborRadius = 2
	#Range: 0.0 ~ 1.0
	surfaceChance = 0.08
	#Percent slowdown (0-1) applied to void moss spread chance in the Overworld.
	#Range: 0.0 ~ 1.0
	overworldSlowdown = 0.98
	#Chance for void moss to spawn endermites when broken in the End.
	#Range: 0.0 ~ 1.0
	endermiteChance = 0.2
	#Range: 0 ~ 16
	endermiteMin = 1
	#Range: 0 ~ 16
	endermiteMax = 2
	#Random tick divisor for void moss corruption attempts. Lower = more frequent. 1 = every random tick.
	#Range: 1 ~ 24000
	corruptIntervalTicks = 5
	#Chance per corruption attempt to convert end stone into void stone.
	#Range: 0.0 ~ 1.0
	corruptChance = 0.08
	#Chance per corruption attempt to convert non-End blocks into end stone.
	#Range: 0.0 ~ 1.0
	corruptBaseChance = 0.05
	#Only allow base block corruption in the Overworld.
	corruptBaseOverworldOnly = true
	#Allow void moss to grow on non-End blocks (excludes bedrock/obsidian/farmland/fluids).
	allowNonEndBlocks = true
	#Enable void moss worldgen on blocks between Y levels.
	worldgenEnabled = true
	#Chance for void moss to spawn on valid blocks during worldgen.
	#Range: 0.0 ~ 1.0
	worldgenChance = 9.0E-4
	#Minimum Y level for void moss worldgen.
	#Range: -64 ~ 320
	worldgenMinY = 0
	#Maximum Y level for void moss worldgen.
	#Range: -64 ~ 320
	worldgenMaxY = 30

[void_rifts]
	#Enable void rift spawning in the overworld.
	enabled = true
	#Allow void rifts to spawn in the Overworld dimension.
	overworldEnabled = true
	#Ticks between void rift spawn attempts.
	#Range: 1 ~ 24000
	spawnIntervalTicks = 1200
	#Chance per interval to spawn a void rift.
	#Range: 0.0 ~ 1.0
	spawnChance = 0.18
	#Base maximum number of active void rifts in the Overworld (on Easy difficulty).
	#Range: 0 ~ 100
	maxActive = 3
	#Additional max active rifts per difficulty level above Easy. Total = maxActive + (difficultyLevel * this). Normal=1, Hard=2.
	#Range: 0 ~ 10
	maxActivePerDifficulty = 1
	#Minimum horizontal distance from world spawn/respawn points.
	#Range: 0 ~ 100000
	minSpawnDistance = 128
	#Lifetime of a void rift in ticks (20 ticks = 1 second).
	#Range: 20 ~ 24000
	lifetimeTicks = 6000
	#Disable new rift spawns after the Ender Dragon is defeated.
	disableAfterDragon = true
	#Only spawn void rifts during night time.
	nightOnly = true
	#Ticks between rift mob spawn attempts.
	#Range: 1 ~ 24000
	spawnEntityIntervalTicks = 600
	#Number of entities spawned per interval.
	#Range: 0 ~ 10
	spawnEntityCount = 1
	#Chance (0.0 to 1.0) to spawn an Elderman instead of an Enderman from rifts. Default 0.02 = 3%.
	#Range: 0.0 ~ 1.0
	eldermanChance = 0.02
	#Ticks between rift-driven void moss spread attempts.
	#Range: 1 ~ 24000
	mossSpreadIntervalTicks = 240
	#Radius for rift-driven void moss spread.
	#Range: 1 ~ 64
	mossSpreadRadius = 2
	#Number of moss spread attempts per interval.
	#Range: 1 ~ 64
	mossSpreadAttempts = 1
	#Chance per attempt to place void moss.
	#Range: 0.0 ~ 1.0
	mossSpreadChance = 0.35
	#Minimum distance from 0,0 for void rift destinations in the End.
	#Range: 0 ~ 100000
	endMinDistance = 1200
	#Maximum distance from 0,0 for void rift destinations in the End.
	#Range: 0 ~ 100000
	endMaxDistance = 5000
	#Attempts to find a valid destination island in the End (legacy, unused with async search).
	#Range: 1 ~ 200
	endSearchAttempts = 30
	#Volume of the void rift ambient sound. Higher values = audible from further away. Default MC sounds are 1.0.
	#Range: 0.0 ~ 20.0
	soundVolume = 3.0
	#Duration in seconds of the Hunger effect when kicked out of a rift by timer expiration. Set to 0 to disable.
	#Range: 0 ~ 600
	kickHungerDuration = 30
	#Duration in seconds of the Nausea effect when kicked out of a rift by timer expiration. Set to 0 to disable.
	#Range: 0 ~ 600
	kickNauseaDuration = 12
	#Maximum ticks a rift will search for a destination before failing (200 = 10 seconds).
	#Range: 20 ~ 1200
	searchTicksMax = 200
	#Number of chunks to search per tick when looking for a rift destination.
	#Range: 1 ~ 10
	chunksPerTick = 2
	#Initial search distance when looking for rift destinations. Search expands outward from here.
	#Range: 50 ~ 10000
	initialSearchDistance = 200
	#Minimum number of cached island positions before background refresh starts.
	#Range: 1 ~ 50
	cacheMinSize = 5
	#Minimum number of endermen to spawn near the return rift when a player enters the End.
	#Range: 0 ~ 10
	endermanSpawnMin = 1
	#Maximum number of endermen to spawn near the return rift when a player enters the End.
	#Range: 0 ~ 10
	endermanSpawnMax = 3
	#Show the remaining time on the rift when hovering over it.
	showTimeOnHover = true
	#Minimum distance between rift destinations in the End. Prevents multiple rifts going to the same island.
	#Range: 0 ~ 10000
	destinationMinDistance = 128
	#Range in blocks within which rift proximity effects (particles/sounds) activate for players.
	#Range: 16 ~ 256
	proximityRange = 96

[enchantments]
	#Range: 0.0 ~ 1.0
	cinderhookBarterChance = 0.01

[items]
	#Range: 0.1 ~ 10.0
	obsidianFishUseDurationMultiplier = 1.35

[void_islands]
	#Enable void island generation in the End.
	enabled = true
	#Chance per placement attempt to generate a void island.
	#Range: 0.0 ~ 0.5
	chance = 0.025
	#Minimum Y height for void island generation.
	#Range: -64 ~ 320
	minY = 0
	#Maximum Y height for void island generation.
	#Range: -64 ~ 320
	maxY = 6
	#Base horizontal radius for void islands.
	#Range: 1 ~ 64
	baseRadius = 3
	#Maximum horizontal radius for void islands.
	#Range: 1 ~ 128
	maxRadius = 8
	#Vertical radius for void islands.
	#Range: 1 ~ 64
	verticalRadius = 3
	#Distance from the End center to use the center spawn chance.
	#Range: 0 ~ 100000
	centerRadius = 192
	#Chance per placement attempt within the center radius.
	#Range: 0.0 ~ 1.0
	centerChance = 0.35
	#Minimum horizontal spacing between void islands during worldgen.
	#Range: 0 ~ 10000
	minSpacing = 85
	#Abyssium ore veins per void island.
	#Range: 0 ~ 100
	abyssiumVeinsPerIsland = 5
	#Abyssium ore blocks per vein.
	#Range: 1 ~ 64
	abyssiumVeinSize = 4
	#Chance for an island to spawn chorus plants (0.0 = never, 1.0 = always).
	#Range: 0.0 ~ 1.0
	chorusChance = 0.12
	#Minimum island horizontal radius required for chorus plants to spawn.
	#Range: 1 ~ 64
	chorusMinRadius = 4
	#Maximum chorus plants per island. Larger islands can spawn more (scaled by radius).
	#Range: 1 ~ 20
	chorusMaxPerIsland = 3
	#Chance for a void island to be a coral variant (with coral grass instead of void moss/grass).
	#Range: 0.0 ~ 1.0
	coralVariantChance = 0.33
	#Chance for an Ancient Altar to spawn on a void island (0.0 = never, 1.0 = always).
	#Range: 0.0 ~ 1.0
	ancientAltarChance = 0.08
	#Minimum island horizontal radius required for an Ancient Altar to spawn.
	#Range: 1 ~ 64
	ancientAltarMinRadius = 4

[abyssium_bonuses]
	#Y level where Deep Strength starts (no bonus at or above this level).
	#Range: -64 ~ 320
	strengthStartY = 60
	#Lowest Y level used for Deep Strength scaling.
	#Range: -256 ~ 320
	strengthMinY = -20
	#Y interval per Deep Strength step.
	#Range: 1 ~ 128
	strengthStep = 10
	#Mining speed bonus per Deep Strength step.
	#Range: 0.0 ~ 10.0
	strengthMiningSpeedPerStep = 0.15
	#Melee damage bonus per Deep Strength step.
	#Range: 0.0 ~ 100.0
	strengthMeleeDamagePerStep = 0.5
	#Bow damage bonus per Deep Strength step.
	#Range: 0.0 ~ 100.0
	strengthBowDamagePerStep = 0.35
	#Multiplier for Deep Strength bonuses in the End.
	#Range: 1.0 ~ 10.0
	strengthEndMultiplier = 1.5
	#Y level where Deep Defense starts (no bonus at or above this level).
	#Range: -64 ~ 320
	defenseStartY = 60
	#Lowest Y level used for Deep Defense scaling.
	#Range: -256 ~ 320
	defenseMinY = -20
	#Y interval per Deep Defense step.
	#Range: 1 ~ 128
	defenseStep = 10
	#Damage reduction per Deep Defense step (before armor piece scaling).
	#Range: 0.0 ~ 1.0
	defenseReductionPerStep = 0.02
	#Multiplier for Deep Defense in the End.
	#Range: 1.0 ~ 10.0
	defenseEndMultiplier = 1.5
	#Maximum total damage reduction for Deep Defense (0-1).
	#Range: 0.0 ~ 1.0
	defenseMaxReduction = 0.4

[touch_of_void]
	#Range: 0.0 ~ 1.0
	chance = 0.2
	#Range: 0 ~ 12000
	cooldownTicks = 120
	#Range: 0 ~ 200
	rootTicks = 20
	#Range: 0.0 ~ 64.0
	teleportMinDistance = 3.0
	#Range: 0.0 ~ 64.0
	teleportMaxDistance = 6.0
	#Range: 0.0 ~ 100.0
	damage = 2.0

[ender_pearl_charge]
	#Maximum charge required before the ender pearl can be thrown.
	#Range: 1 ~ 10000
	chargeMax = 100
	#Charge gained per block broken (multiplied by modifier level).
	#Range: 0 ~ 100
	chargePerBlock = 2
	#Charge gained per melee hit or arrow hit (multiplied by modifier level).
	#Range: 0 ~ 100
	chargePerHit = 7
	#Duration in ticks of the speed effect after landing (per modifier level).
	#Range: 0 ~ 12000
	speedDurationTicks = 100
	#Durability cost when throwing the charged ender pearl.
	#Range: 0 ~ 1000
	durabilityCost = 5

[ender_ward]
	#Chance per armor piece level to teleport attackers away when hit.
	#Range: 0.0 ~ 1.0
	teleportChancePerLevel = 0.15
	#Maximum teleport distance for attackers.
	#Range: 1.0 ~ 64.0
	teleportDistance = 8.0
	#Damage reduction per total ender ward level when triggered. With 4 armor pieces at level 1 each, total reduction is 4x this value.
	#Range: 0.0 ~ 100.0
	damageReductionPerLevel = 1.0

[void_surface]
	#Enable void surface rendering at Y=0 in the End.
	enabled = true
	#Generate void surface collision layer at Y=0 during worldgen.
	worldgenEnabled = true
	#Render distance for the void surface plane (in blocks).
	#Range: 16 ~ 256
	renderDistance = 64
	#Enable all items to float on the void surface in the End. Items without the void_floats tag despawn faster.
	itemFloatEnabled = true
	#Despawn speed multiplier for items without the void_floats tag. 4 means items despawn 4x faster.
	#Range: 1 ~ 20
	itemDespawnMultiplier = 4

[abyssal_air]
	#Enable abyssal air blocks in the End void.
	enabled = true
	#Minimum Y level for abyssal air.
	#Range: -64 ~ 320
	minY = -64
	#Maximum Y level for abyssal air.
	#Range: -64 ~ 320
	maxY = 40
	#Fog density in abyssal air (0-1).
	#Range: 0.0 ~ 1.0
	fogDensity = 0.2
	#Multiplier for enderman spawn chance in abyssal air (0.0 = no endermen, 1.0 = normal spawns).
	#Range: 0.0 ~ 1.0
	endermanSpawnMultiplier = 0.12
	#Maximum number of endermen allowed in abyssal air zone per player. Spawns are cancelled if exceeded.
	#Range: 0 ~ 100
	endermanMaxPerPlayer = 6
	#Radius around each player to check for existing endermen when enforcing max spawn cap.
	#Range: 16 ~ 256
	endermanCheckRadius = 64

[void_drowning]
	#Enable void drowning mechanic for players below the void surface in the End.
	enabled = true
	#Y level below which void drowning begins (should be below void surface at Y=0).
	#Range: -64 ~ 64
	startY = 0
	#Amount of air supply decreased per tick while void drowning (vanilla water is 1 per tick). Higher = faster drowning.
	#Range: 1 ~ 300
	airDecreasePerTick = 4
	#Damage dealt per tick when air reaches 0 (vanilla drowning is 2.0).
	#Range: 0.5 ~ 20.0
	damagePerTick = 2.0

[void_kelp]
	#Enable void kelp generation.
	enabled = true
	#Minimum height for void kelp.
	#Range: 1 ~ 26
	minHeight = 8
	#Maximum height for void kelp.
	#Range: 1 ~ 26
	maxHeight = 14
	#Chance to spawn kelp cluster near void islands.
	#Range: 0.0 ~ 1.0
	clusterChance = 0.4
	#Chance to spawn scattered kelp on void surface.
	#Range: 0.0 ~ 1.0
	scatterChance = 0.015
	#Allow void kelp to be obtained via fishing.
	fishingEnabled = true
	#Chance to spawn void coral on void islands (per block). Set to 0 to disable.
	#Range: 0.0 ~ 1.0
	coralSpawnChance = 0.03

[void_lily_pad]
	#Enable void lily pad generation on void surface.
	enabled = true
	#Chance to spawn void lily pad on void surface (per block). Quite common.
	#Range: 0.0 ~ 1.0
	spawnChance = 0.02
	#Chance for a void lotus to spawn instead of a lily pad. Very rare.
	#Range: 0.0 ~ 1.0
	lotusChance = 0.005

[void_amulet]
	#Enable void amulet functionality.
	enabled = true
	#Durability of the void amulet.
	#Range: 1 ~ 10000
	durability = 64
	#Durability consumed per teleport.
	#Range: 1 ~ 100
	damagePerUse = 16
	#Y level threshold for void amulet teleportation. Players below this Y level in the End with a void amulet in offhand will be teleported back to the main island.
	#Range: -256 ~ 0
	teleportY = -50

[void_grass]
	#Enable void grass generation on void islands.
	enabled = true
	#Chance for void grass to spawn on valid blocks on void islands.
	#Range: 0.0 ~ 1.0
	spawnChance = 0.06
	#Enable coral grass generation on coral island variants.
	coralGrassEnabled = true
	#Chance for coral grass to spawn on valid blocks on coral islands. High value (0.95) covers almost the entire surface.
	#Range: 0.0 ~ 1.0
	coralGrassSpawnChance = 1.0
	#Enable corrupted tree generation on coral island variants.
	corruptedTreeEnabled = true
	#Chance for a coral island to spawn a corrupted tree (requires sufficient radius).
	#Range: 0.0 ~ 1.0
	corruptedTreeChance = 0.6
	#Minimum island radius required for corrupted tree generation.
	#Range: 1 ~ 32
	corruptedTreeMinRadius = 4
	#Minimum distance in blocks between corrupted tree trunks on larger islands.
	#Range: 3 ~ 20
	corruptedTreeSpacing = 6
	#Island radius units per additional tree. E.g., 4 means radius 8 = 2 trees, radius 12 = 3 trees.
	#Range: 2 ~ 16
	corruptedTreesPerRadiusUnit = 4
	#Chance for a corrupted tree to have one wisdom fruit.
	#Range: 0.0 ~ 1.0
	wisdomFruitSpawnChance = 0.1
	#Duration in ticks for an enderman to transform into an elderman after eating wisdom fruit.
	#Range: 20 ~ 600
	wisdomFruitTransformTicks = 60
	#Duration in seconds of the Opened Mind effect when eating a wisdom fruit.
	#Range: 10 ~ 600
	wisdomFruitOpenedMindDuration = 90

[void_jelly]
	#Enable natural void jelly spawning in the End.
	spawnsEnabled = true
	#Ticks between void jelly spawn attempts per player.
	#Range: 1 ~ 24000
	spawnIntervalTicks = 200
	#Chance per interval to spawn void jellies near a player.
	#Range: 0.0 ~ 1.0
	spawnChance = 0.35
	#Minimum distance from player to spawn void jellies.
	#Range: 0 ~ 256
	spawnMinDistance = 16
	#Maximum distance from player to spawn void jellies.
	#Range: 0 ~ 256
	spawnMaxDistance = 64
	#Minimum Y level for void jelly spawns.
	#Range: -64 ~ 320
	spawnYMin = -10
	#Maximum Y level for void jelly spawns.
	#Range: -64 ~ 320
	spawnYMax = 15
	#Maximum void jellies allowed in area before spawning stops.
	#Range: 0 ~ 100
	maxInArea = 12
	#Radius to check for existing void jellies.
	#Range: 0 ~ 256
	areaRadius = 48
	#Minimum group size when spawning void jellies.
	#Range: 1 ~ 10
	groupMin = 2
	#Maximum group size when spawning void jellies.
	#Range: 1 ~ 20
	groupMax = 5
	#Chance for void jelly to drop a Luminescent Pearl on death (1.0 = 100%).
	#Range: 0.0 ~ 1.0
	luminescentPearlChance = 1.0
	#Number of Luminescent Pearls dropped by void jelly.
	#Range: 0 ~ 64
	luminescentPearlCount = 1

[warped_fish]
	#Enable natural warped fish spawning in the End.
	spawnsEnabled = true
	#Ticks between warped fish spawn attempts per player.
	#Range: 1 ~ 24000
	spawnIntervalTicks = 300
	#Chance per interval to spawn warped fish near a player.
	#Range: 0.0 ~ 1.0
	spawnChance = 0.06
	#Minimum distance from player to spawn warped fish.
	#Range: 0 ~ 256
	spawnMinDistance = 16
	#Maximum distance from player to spawn warped fish.
	#Range: 0 ~ 256
	spawnMaxDistance = 48
	#Minimum Y level for warped fish spawns and movement.
	#Range: -64 ~ 320
	minY = 0
	#Maximum Y level for warped fish spawns and movement.
	#Range: -64 ~ 320
	maxY = 20
	#Maximum warped fish allowed in area before spawning stops.
	#Range: 0 ~ 100
	maxInArea = 8
	#Radius to check for existing warped fish.
	#Range: 0 ~ 256
	areaRadius = 32
	#Minimum group size when spawning warped fish.
	#Range: 1 ~ 10
	groupMin = 1
	#Maximum group size when spawning warped fish.
	#Range: 1 ~ 20
	groupMax = 3
	#Base interval in ticks between idle teleport attempts.
	#Range: 20 ~ 24000
	idleTeleportIntervalTicks = 360
	#Chance per interval for the fish to randomly teleport while idle.
	#Range: 0.0 ~ 1.0
	idleTeleportChance = 0.25

[abyssal_pool]
	#Enable abyssal pool spawning in the End.
	enabled = true
	#Ticks between abyssal pool spawn attempts.
	#Range: 1 ~ 24000
	spawnIntervalTicks = 1200
	#Chance per interval to spawn an abyssal pool.
	#Range: 0.0 ~ 1.0
	spawnChance = 0.12
	#Maximum abyssal pools active in the End at once.
	#Range: 1 ~ 50
	maxActive = 3
	#Minimum size of abyssal pool (3 = 3x3).
	#Range: 1 ~ 9
	minSize = 3
	#Maximum size of abyssal pool (5 = 5x5).
	#Range: 1 ~ 9
	maxSize = 5
	#Minimum fishing charges before pool disappears.
	#Range: 1 ~ 100
	minCharges = 4
	#Maximum fishing charges before pool disappears.
	#Range: 1 ~ 100
	maxCharges = 6
	#Base chance to get a warped crate when fishing in abyssal pool.
	#Range: 0.0 ~ 1.0
	warpedCrateChance = 0.25
	#Chance to get an abyssium crystal when fishing in abyssal pool.
	#Range: 0.0 ~ 1.0
	abyssiumCrystalChance = 0.1
	#Multiplier for void angler spawn chance when fishing in abyssal pool.
	#Range: 1.0 ~ 10.0
	voidAnglerMultiplier = 3.0
	#Horizontal range (in blocks) to detect nearby void islands for pool spawning.
	#Range: 1 ~ 64
	islandDetectionRange = 6
	#Chance to get an abyssium fragment when fishing in abyssal pool.
	#Range: 0.0 ~ 1.0
	abyssiumFragmentChance = 0.2
	#Chance to get a fish of ender when fishing in abyssal pool. Elevated compared to normal void fishing.
	#Range: 0.0 ~ 1.0
	fishOfEnderChance = 0.2
	#Seconds without a nearby player before an abyssal pool despawns. Uses compass search radius + 5% as proximity range. Set to 0 to disable.
	#Range: 0 ~ 3600
	despawnSeconds = 120
	#Additional warped crate chance per Warped Hook rune level.
	#Range: 0.0 ~ 1.0
	warpedCrateBonusPerLevel = 0.06

[abyssal_compass]
	#Enable abyssal compass item.
	enabled = true
	#Search radius (in blocks) for finding abyssal pools.
	#Range: 128 ~ 2048
	searchRadius = 1024
	#Chance for abyssal compass to drop from warped crate.
	#Range: 0.0 ~ 1.0
	dropChance = 0.005

[forgotten_forge]
	#Base ingredient amounts (multiplied by item multiplier).
	#Base ender pearls per forge operation.
	#Range: 1 ~ 64
	baseEnderPearls = 3
	#Base abyssium crystals per forge operation.
	#Range: 1 ~ 64
	baseAbyssiumCrystals = 1
	#Base echo shards per forge operation.
	#Range: 1 ~ 64
	baseEchoShards = 1
	#Multipliers for each item type (total cost = base * multiplier).
	#Range: 1 ~ 64
	swordMultiplier = 6
	#Range: 1 ~ 64
	pickaxeMultiplier = 8
	#Range: 1 ~ 64
	axeMultiplier = 8
	#Range: 1 ~ 64
	shovelMultiplier = 3
	#Range: 1 ~ 64
	hoeMultiplier = 6
	#Range: 1 ~ 64
	helmetMultiplier = 10
	#Range: 1 ~ 64
	chestplateMultiplier = 16
	#Range: 1 ~ 64
	leggingsMultiplier = 14
	#Range: 1 ~ 64
	bootsMultiplier = 8
	#Multiplier for netherite ingot -> voidsteel ingot (TConstruct only).
	#Range: 1 ~ 64
	ingotMultiplier = 2
	#Duration of forging process in ticks (20 ticks = 1 second). Default 200 = 10 seconds.
	#Range: 20 ~ 2400
	durationTicks = 200
	#Forgotten Forge worldgen settings.
	#Enable Forgotten Forge structure generation in the End.
	worldgenEnabled = true
	#Maximum number of Forgotten Forges per world (0 = unlimited).
	#Range: 0 ~ 100
	maxPerWorld = 4
	#Chance per valid location to spawn a Forgotten Forge.
	#Range: 0.0 ~ 1.0
	spawnChance = 0.03
	#Minimum distance from world origin (0,0) for forge spawning.
	#Range: 0 ~ 100000
	minDistance = 750
	#Minimum Y level for Forgotten Forge generation.
	#Range: -64 ~ 320
	minY = 3
	#Maximum Y level for Forgotten Forge generation.
	#Range: -64 ~ 320
	maxY = 25
	#Minimum distance between Forgotten Forges.
	#Range: 0 ~ 100000
	minSpacing = 1000
	#Minimum island width (in blocks) required for forge placement. Structure is 11x11.
	#Range: 11 ~ 100
	minIslandWidth = 20
	#Distance at which endermen become aggressive to players near a Forgotten Forge.
	#Range: 1 ~ 64
	endermanAggroRange = 4
	#Maximum distance from a Forgotten Forge for enderman aggro to trigger.
	#Range: 1 ~ 256
	endermanTriggerRange = 25
	#Crafting settings for Void Anvil and Forge Smelter (void forging recipes).
	#Enable void forging recipes for Void Anvil and Forge Smelter.
	craftingEnabled = true
	#Ender Pearls required to craft a Forge Smelter (5x base = 15).
	#Range: 0 ~ 64
	smelterCraftEnderPearls = 12
	#Abyssium Crystals required to craft a Forge Smelter (5x base = 5).
	#Range: 0 ~ 64
	smelterCraftAbyssiumCrystals = 4
	#Echo Shards required to craft a Forge Smelter (5x base = 5).
	#Range: 0 ~ 64
	smelterCraftEchoShards = 4
	#Ender Pearls required to craft a Void Anvil (20x base = 60).
	#Range: 0 ~ 64
	anvilCraftEnderPearls = 48
	#Abyssium Crystals required to craft a Void Anvil (20x base = 20).
	#Range: 0 ~ 64
	anvilCraftAbyssiumCrystals = 16
	#Echo Shards required to craft a Void Anvil (20x base = 20).
	#Range: 0 ~ 64
	anvilCraftEchoShards = 16
	#Multiplier for ender fishing rod -> voidsteel fishing rod upgrade.
	#Range: 1 ~ 64
	fishingRodMultiplier = 5

[elderman]
	#Enable Elderman spawning in the End (by replacing natural Enderman spawns).
	enabled = true
	#Chance that a naturally spawning Enderman in the End is replaced by an Elderman instead (after dragon defeat).
	#Range: 0.0 ~ 1.0
	endermanReplaceChance = 0.02
	#Chance that a naturally spawning Enderman is replaced by an Elderman BEFORE the dragon is defeated. Much lower for balance.
	#Range: 0.0 ~ 1.0
	endermanReplaceChancePreDragon = 0.005
	#Maximum Eldermen allowed per area (e.g., per island). 0 = unlimited.
	#Range: 0 ~ 100
	maxPerArea = 2
	#Radius in blocks to check for existing Eldermen when enforcing max spawn limit.
	#Range: 16 ~ 512
	areaCheckRadius = 96
	#Maximum health of Eldermen.
	#Range: 1.0 ~ 1000.0
	maxHealth = 60.0
	#Movement speed of Eldermen.
	#Range: 0.0 ~ 5.0
	moveSpeed = 0.25
	#Chance for Elderman to teleport during idle behavior.
	#Range: 0.0 ~ 1.0
	idleTeleportChance = 0.3
	#Maximum barters before an Elderman teleports away and goes on cooldown. 0 = unlimited.
	#Range: 0 ~ 100
	maxBarters = 3
	#Cooldown in ticks before an exhausted Elderman can barter again. Default 6000 = 5 minutes.
	#Range: 0 ~ 72000
	barterCooldownTicks = 6000
	#Chance to receive an Ender Gem (uncharged) from Elderman barter. This is rolled separately from the loot table.
	#Range: 0.0 ~ 1.0
	enderGemBarterChance = 0.02
	#Chance that an Elderman despawns permanently after becoming exhausted from bartering, instead of just teleporting away.
	#Range: 0.0 ~ 1.0
	despawnAfterExhaustionChance = 0.25

[void_anvil]
	#Allow players to craft Dormant Void Anvil and Dormant Forge Valve. Set to false if you want these to only be found in structures.
	craftingEnabled = true

[void_teleporter]
	#Void Teleporter system for End-themed fast travel.
	#Enable the void teleporter system.
	enabled = true
	#Base charge cost for any teleport, regardless of distance.
	#Range: 0 ~ 1000
	baseCost = 2
	#Distance cost scale factor. Cost = baseCost + scaleFactor * distance^exponent.
	#Range: 0.0 ~ 100.0
	perBlockCost = 0.35
	#Exponent for distance scaling. 0.5 = square root (strong diminishing returns), 1.0 = linear, 0.33 = cube root (very strong diminishing returns).
	#Range: 0.1 ~ 2.0
	distanceExponent = 0.46
	#Charge provided by one Charged Ender Gem.
	#Range: 1 ~ 1000
	gemCharge = 100
	#Maximum charge capacity of a teleporter.
	#Range: 100 ~ 10000
	maxCharge = 1000
	#Cooldown in ticks between teleports for the same player (200 = 10 seconds).
	#Range: 0 ~ 6000
	cooldownTicks = 200
	#Time in ticks before an active portal automatically deactivates (1800 = 90 seconds). Set to 0 to disable.
	#Range: 0 ~ 72000
	activeTimeoutTicks = 1800

[ender_gem]
	#Maximum charge an Ender Gem needs to become fully charged.
	#Range: 100 ~ 10000
	maxCharge = 100
	#Number of blocks traveled through Abyssal Air to gain 1 charge point.
	#Range: 1 ~ 100
	blocksPerCharge = 4
	#Reduction multiplier on charge gained while using an elytra. 0.25 = 75% charge speed, 0.0 = no charge while flying.
	#Range: 0.0 ~ 1.0
	elytraChargeReduction = 0.3

[worldgen]
	#Chance that end stone with moss becomes tainted end stone during world generation.
	#Range: 0.0 ~ 1.0
	taintedEndStoneChance = 0.35
	#Chance that tainted end stone becomes void stone during world generation (rolled after tainted check).
	#Range: 0.0 ~ 1.0
	voidStoneChance = 0.15

#Ender Fishing Rod - Special rod for void fishing
[ender_fishing_rod]
	#Durability of the Ender Fishing Rod.
	#Range: 1 ~ 10000
	durability = 128
	#Maximum luminescence charge the rod can hold.
	#Range: 1 ~ 10000
	maxCharge = 100
	#Charge added per luminescence when crafting in crafting table.
	#Range: 1 ~ 1000
	chargePerLuminescence = 10
	#Charge consumed per unsuccessful catch attempt.
	#Range: 0 ~ 100
	chargePerUnsuccessfulCatch = 1
	#Charge consumed per successful catch.
	#Range: 0 ~ 100
	chargePerSuccessfulCatch = 3
	#Base chance (0.0-1.0) to catch a warped fish when uncharged.
	#Range: 0.0 ~ 1.0
	warpedFishBaseChance = 0.03
	#Multiplier applied to warped fish chance when charged.
	#Range: 1.0 ~ 100.0
	warpedFishChargedMultiplier = 5.0
	#Extra durability damage when catching a warped crate.
	#Range: 0 ~ 100
	warpedCrateDurabilityDamage = 5
	#Durability restored per Ender Pearl when repairing.
	#Range: 1 ~ 1000
	repairAmount = 8

[void_tropical_fish]
	#Enable natural void tropical fish spawning in the End.
	spawnsEnabled = true
	#Ticks between void tropical fish spawn attempts per player.
	#Range: 1 ~ 24000
	spawnIntervalTicks = 200
	#Chance per interval to spawn void tropical fish near a player.
	#Range: 0.0 ~ 1.0
	spawnChance = 0.15
	#Minimum Y level for void tropical fish spawns and movement.
	#Range: -64 ~ 320
	minY = 0
	#Maximum Y level for void tropical fish spawns and movement.
	#Range: -64 ~ 320
	maxY = 25
	#Maximum void tropical fish allowed in area before spawning stops.
	#Range: 0 ~ 100
	maxInArea = 12
	#Radius to check for existing void tropical fish.
	#Range: 0 ~ 256
	areaRadius = 32
	#Minimum group size when spawning void tropical fish.
	#Range: 1 ~ 10
	groupMin = 2
	#Maximum group size when spawning void tropical fish.
	#Range: 1 ~ 20
	groupMax = 5

[rift_locator]
	#Search radius (in blocks) for finding void rifts.
	#Range: 256 ~ 10000
	searchRadius = 2048

[enderman_form]
	#Duration of the Enderman Form effect in ticks (20 ticks = 1 second).
	#Range: 20 ~ 72000
	durationTicks = 2400
	#Maximum teleport range in blocks when using the teleport keybind.
	#Range: 1 ~ 128
	teleportRange = 32
	#Cooldown in ticks between teleports (20 ticks = 1 second).
	#Range: 0 ~ 1200
	teleportCooldownTicks = 100
	#Damage when touching water with Enderman Form (applied every 0.5 seconds). 2.0 = 1 heart.
	#Range: 0.0 ~ 20.0
	waterDamage = 2.0
	#Bonus max health added while Enderman Form is active.
	#Range: 0.0 ~ 100.0
	bonusMaxHealth = 20.0
	#Base attack damage when punching with empty hand while Enderman Form is active.
	#Range: 1.0 ~ 50.0
	fistDamage = 8.0

#Rune system for fishing rod modifiers
[runes]
	#Enable the rune system for fishing rods.
	enabled = true
	#Maximum rune slots on an Ender Fishing Rod.
	#Range: 1 ~ 20
	enderRodMaxSlots = 5
	#Maximum rune slots on a Voidsteel Fishing Rod.
	#Range: 1 ~ 20
	voidsteelRodMaxSlots = 8
	#Durability of the Voidsteel Fishing Rod.
	#Range: 1 ~ 10000
	voidsteelRodDurability = 256
	#Bite time multiplier for Voidsteel Fishing Rod (lower = faster). Applied on top of rune effects.
	#Range: 0.1 ~ 2.0
	voidsteelRodBiteMultiplier = 0.9
	#Minimum durability cost per void fishing catch.
	#Range: 1 ~ 100
	voidFishingDurabilityMin = 1
	#Maximum durability cost per void fishing catch (random between min and max).
	#Range: 1 ~ 100
	voidFishingDurabilityMax = 3
	#Base chance for Voidsteel Fishing Rod to convert kelp drops to ender pearls. Stacks with Ender Affinity rune.
	#Range: 0.0 ~ 1.0
	voidsteelRodKelpToPearlConversion = 0.15

	#Rune of Subtlety - Reduces void angler spawn chance, endermite spawn chance, and clears lurking at level 2
	[runes.subtlety]
		#Spawn chance reduction per rune level. Base spawn chance is 0.5% (0.005). Level 2 reduces to 0%.
		#Range: 0.0 ~ 0.1
		reductionPerLevel = 0.0025
		#Endermite spawn reduction at level 1 (0.5 = 50% less chance).
		#Range: 0.0 ~ 1.0
		endermiteReductionLevel1 = 0.5
		#Endermite spawn reduction at level 2 (1.0 = 0% chance, completely prevented).
		#Range: 0.0 ~ 1.0
		endermiteReductionLevel2 = 1.0
		#Chance at level 2 to clear a lurking Void Angler on successful catch (0.025 = 2.5%).
		#Range: 0.0 ~ 1.0
		clearLurkingChance = 0.025

	#Rune of Resonance - Adds echo shards to void fishing loot
	[runes.resonance]
		#Chance to get an echo shard at level 1.
		#Range: 0.0 ~ 1.0
		echoShardChanceLevel1 = 0.05
		#Chance to get an echo shard at level 2.
		#Range: 0.0 ~ 1.0
		echoShardChanceLevel2 = 0.1
		#Chance to fish up an Ancient Crate at level 1.
		#Range: 0.0 ~ 1.0
		ancientCrateChanceLevel1 = 0.0075
		#Chance to fish up an Ancient Crate at level 2.
		#Range: 0.0 ~ 1.0
		ancientCrateChanceLevel2 = 0.02

	#Rune of Swarming - Increases fish catch rate, rare fish chance, and consistency reroll at level 2
	[runes.swarming]
		#Fish catch multiplier at level 1 (1.15 = 15% more fish).
		#Range: 1.0 ~ 5.0
		multiplierLevel1 = 1.15
		#Fish catch multiplier at level 2 (1.30 = 30% more fish).
		#Range: 1.0 ~ 5.0
		multiplierLevel2 = 1.3
		#Additional Fish of Ender chance at level 1.
		#Range: 0.0 ~ 1.0
		rareFishChanceLevel1 = 0.01
		#Additional Fish of Ender chance at level 2.
		#Range: 0.0 ~ 1.0
		rareFishChanceLevel2 = 0.02
		#Chance at level 2 to add a bonus fish when loot contains no fish (0.30 = 30%).
		#Range: 0.0 ~ 1.0
		consistencyRerollChance = 0.3

	#Rune of Light Catcher - Increases charge capacity and adds luminescence fishing chance
	[runes.light_catcher]
		#Charge capacity boost per level (0.5 = +50% at level 1, +100% at level 2).
		#Range: 0.0 ~ 2.0
		chargeBoostPerLevel = 0.5
		#Chance per level to fish up luminescence while void fishing or from abyssal pools.
		#Range: 0.0 ~ 1.0
		luminescenceChancePerLevel = 0.01

	#Rune of Ender Affinity - Converts kelp to ender pearls, adds gem fragment fishing, and charges ender gems at level 2
	[runes.ender_affinity]
		#Portion of kelp chance converted to pearl chance at level 1 (0.15 = 15% conversion).
		#Range: 0.0 ~ 1.0
		conversionLevel1 = 0.15
		#Portion of kelp chance converted to pearl chance at level 2 (0.30 = 30% conversion).
		#Range: 0.0 ~ 1.0
		conversionLevel2 = 0.3
		#Chance per level to fish up an Ender Gem Fragment.
		#Range: 0.0 ~ 1.0
		gemFragmentChancePerLevel = 0.02
		#Chance at level 2 to charge an Ender Gem in inventory on successful catch (0.20 = 20%).
		#Range: 0.0 ~ 1.0
		gemChargeChance = 0.2
		#Charge added to an Ender Gem when the charge effect triggers (10 = 10% of max 100 charge).
		#Range: 0 ~ 100
		gemChargeAmount = 10

	#Rune of Void Bounty - Chance for splash potions on successful catch
	[runes.void_bounty]
		#Chance per level to throw a bottle of experience at the player (0.05 = 5% at L1, 10% at L2).
		#Range: 0.0 ~ 1.0
		expBottleChancePerLevel = 0.05
		#Chance per level for a helpful splash potion (Regen/Strength/Speed/Void Vision/Night Vision).
		#Range: 0.0 ~ 1.0
		potionChancePerLevel = 0.03

	#Rune of Keen Line - Reduces bite time and adds perfect catch bonus
	[runes.keen_line]
		#Bite time reduction at level 1 (0.20 = 20% faster).
		#Range: 0.0 ~ 1.0
		biteReductionLevel1 = 0.2
		#Bite time reduction at level 2 (0.40 = 40% faster).
		#Range: 0.0 ~ 1.0
		biteReductionLevel2 = 0.4
		#Chance per level to get a bonus item from the void fishing loot table on successful catch.
		#Range: 0.0 ~ 1.0
		perfectCatchChancePerLevel = 0.1

	#Rune of Void-Tempered - Increases durability, reduces crate damage, and level 2 negates bonus item damage
	[runes.void_tempered]
		#Durability boost per level (0.25 = +25% durability per level).
		#Range: 0.0 ~ 2.0
		durabilityBoostPerLevel = 0.25
		#Additional durability restored per ender pearl repair per rune level.
		#Range: 0.0 ~ 50.0
		repairBoostPerLevel = 4.0
		#Base durability damage for catching a crate (warped or ancient) without Void-Tempered.
		#Range: 0 ~ 100
		baseCrateDamage = 10
		#Crate durability damage at Void-Tempered level 1.
		#Range: 0 ~ 100
		crateDamageLevel1 = 7
		#Crate durability damage at Void-Tempered level 2.
		#Range: 0 ~ 100
		crateDamageLevel2 = 4

	#Rune of Warped Hook - Enables warped crate fishing
	[runes.warped_hook]
		#Warped crate chance at level 1.
		#Range: 0.0 ~ 1.0
		crateChanceLevel1 = 0.04
		#Warped crate chance at level 2 (increased odds).
		#Range: 0.0 ~ 1.0
		crateChanceLevel2 = 0.07
		#Void Angler spawn chance increase per Warped Hook level (downside).
		#Range: 0.0 ~ 0.1
		anglerIncreasePerLevel = 0.0025

	#Ancient Altar - Single-use blocks that spawn on void islands
	[runes.ancient_altar]
		#Chance for an ancient altar to spawn on top of a void island.
		#Range: 0.0 ~ 1.0
		spawnChancePerIsland = 0.05
		#XP points required for altar infusion (vanilla level 1 = 7 XP, level 5 = 17 XP, level 10 = 27 XP).
		#Range: 0 ~ 10000
		infusionXpCost = 50
		#Altar rune drop weights. Higher = more common.
		#Range: 0 ~ 100
		weightSubtlety = 0
		#Range: 0 ~ 100
		weightResonance = 15
		#Range: 0 ~ 100
		weightSwarming = 0
		#Range: 0 ~ 100
		weightLightCatcher = 15
		#Range: 0 ~ 100
		weightEnderAffinity = 0
		#Range: 0 ~ 100
		weightVoidBounty = 12
		#Range: 0 ~ 100
		weightKeenLine = 0
		#Range: 0 ~ 100
		weightVoidTempered = 0
		#Range: 0 ~ 100
		weightWarpedHook = 3
		#Range: 0 ~ 100
		weightAbyssalCalling = 10

	#Voidsteel Fishing Rod forging in the Ancient Forge
	[runes.voidsteel_rod_forging]
		#Multiplier for forging cost (slightly higher than voidsteel sword at 6).
		#Range: 1 ~ 64
		multiplier = 7

	#Ancient City Loot - Rune of Resonance drops
	[runes.ancient_city_loot]
		#Chance for Rune of Resonance to drop from ancient city chests (thematically linked to echo shards).
		#Range: 0.0 ~ 1.0
		resonanceRuneChance = 0.08

	#Rune of Abyssal Calling - Chance to not consume abyssal pool charges, can fish up Abyssal Orb
	[runes.abyssal_calling]
		#Chance per level to skip consuming a pool charge (0.15 = 15% at level 1, 30% at level 2).
		#Range: 0.0 ~ 1.0
		chancePerLevel = 0.15
		#Chance to fish up an Abyssal Orb at level 1.
		#Range: 0.0 ~ 1.0
		orbChanceLevel1 = 0.005
		#Chance to fish up an Abyssal Orb at level 2.
		#Range: 0.0 ~ 1.0
		orbChanceLevel2 = 0.0125

