
[waterBehavior]
	#If water sources are finite
	finiteWaterSource = true
	#If crops need watered farmland for growing
	cropsNeedWateredFarmland = true
	#If hydrating farmland causes removing water source
	farmlandConsumesWater = true

[dryingRack]
	#If Drying Rack should stop working during rain
	noDryingDuringRain = true

[irrigation]

	[irrigation.aqueduct]
		#Base amount of fluid stored per block
		#Range: > 1
		baseFluidStoragePerBlock = 500
		#If raining should fill aqueduct
		rainingFillAqueduct = true
		#Amount of which will be aqueduct filled per nth tick when raining
		#Range: > 1
		rainingFillAmount = 1
		#How often should be filled aqueduct when raining (1 - every tick, 20 - every second)
		#Range: > 1
		rainingFillPerNthTick = 10
		#If aqueduct must see sky and must be in valid biome where is raining when raining for filling
		validBlockForRaining = true
		#If dripping should fill aqueduct
		drippingFillAqueduct = true
		#Amount of which will be aqueduct filled per nth tick when dripping
		#Range: > 1
		drippingFillAmount = 1
		#How often should be filled aqueduct when dripping (1 - every tick, 20 - every second)
		#Range: > 1
		drippingFillPerNthTick = 20

	[irrigation.valve]
		#Amount of which will be aqueduct filled every nth tick thru valve
		#Range: > 1
		valveFillAmount = 1
		#How often should be filled aqueduct thru valve (1 - every tick, 20 - every second)
		#Range: > 1
		valveFillPerNthTick = 10
		#Chance to drain water source (1 / n chance per random tick)
		#Range: > 1
		valveChanceToDrainWater = 1

	[irrigation.hydrator]
		#Amount of which will be aqueduct drained every nth tick thru hydrator
		#Range: > 1
		hydratorDrainAmount = 100
		#How often should be drained aqueduct thru hydrator (1 - every tick, 20 - every second)
		#Range: > 1
		hydratorDrainPerNthTick = 200

	[irrigation.fertilizer]
		#How long last single piece of fertilizer
		#Range: > 1
		fertilizerDuration = 600
		#How often should be applied bone meal effect (1 / n chance per tick)
		#Range: > 1
		applyFertilizerChance = 60

	[irrigation.wellPulley]
		#How much water Well Pulley generate each 10 ticks
		#Range: > 1
		wellPulleyGeneration = 100
		#Bonus for Well Pulley generation in wet biome
		#Range: 4.9E-324 ~ 1.7976931348623157E308
		wetBiomeBonus = 2.0
		#Bonus for Well Pulley generation in dry biome
		#Range: 4.9E-324 ~ 1.7976931348623157E308
		dryBiomeBonus = 0.5
		#How much single use exhaust player
		#Range: 0.0 ~ 1.7976931348623157E308
		foodExhaustionOnUse = 0.5

[wildAnimalsBreeding]
	#Minimum generations for domestic animal breeding result
	#Range: > 1
	minBreedingGenerations = 3
	#Chance for domestic animal breeding result, multiplied by each generation after minBreedingGenerations
	#Range: 2.2250738585072014E-308 ~ 1.0
	domesticChance = 0.2
	#If remove vanilla mobs spawning (sheeps, cows, chickens and pigs)
	removeVanillaMobs = true

[smeltery]
	#Base temperature of smeltery
	#Range: > -2147483648
	minSmelterTemperature = 20
	#Max temperature of smeltery without chimneys
	#Range: > -2147483648
	maxSmelterTemperature = 900
	#How much chimney increase temperature in smeltery
	#Range: > 1
	temperaturePerChimney = 50

