["Dog Render"]
	#Enables the particle effect on Full Kami dogs.
	enable_kami_particles = false
	#Disable this if you want to force all PackPuppy Dog to not render their Chest.
	render_chest = true
	#Enable this if you prefer to have The Classical Skin rendered on all dog regardless.
	always_render_classical = false
	#When enabled, Dogs will show injured texture while incapacitated.
	render_incapacitated_overlay = true
	#When sneaking, a part of the dog's name will be rendered with a certain color
	#, the length of the part is based on the health percentage the dog has left
	render_health_in_name = true
	#Configure what will be displayed in the middle of
	#each of the info section (e.g Hunger, Gender, Mode) when rendering 
	#the Dog Status String located above the main Dog Name String.
	dog_info_seperator = " · "
	#Configure the format that will be used to display hunger value
	#when rendering the Dog Status String located above the main
	#Dog Name String.
	dog_info_hunger_format = "%d"
	#Render a universal dog inventory access button in your inventory gui.
	#If this is turned off, you can still access the button via the dog's
	#GUI in Talents > Pack Puppy.
	dog_inv_button_in_inv = true
	#Set a custom position for the universal dog inventory access button here.
	#Can be utilized when the button overlaps with another mod's GUI feature or you 
	#simply prefer it being in a different position.
	#This option only affects the Survival inventory screen.
	#The position is the offset of the button is the offset from the top left corner
	#of the box wrapping the whole inventory gui.
	#Range: -500 ~ 500
	dog_inv_button_in_inv_x = 78
	#Range: -500 ~ 500
	dog_inv_button_in_inv_y = 48
	#If the default incapacitated texture proof too many graphics.
	#You can substitute this friendlier texture instead.
	render_incap_txt_less_graphic = false
	#Render the dogs' name whose owner is not you with a different color.
	render_diffowner_name_different = true
	#Do not render dogs' names whose owner is not you.
	render_diffowner_name_dont = false
	#Always render dog nametags regardless even if the player blocks it by F1 mode.
	always_render_dog_name = false
	#Attempt to block third parties from rendering overlays that may conflict
	#with DT's built-in tag. It is recommended that this be achieved via the target third-party's
	#configurations if they have the option to disable nametag overlay for certain mobs
	#(Which they should). This option should only be used as the last resort.
	block_third_party_nametag = false
	#By default, a copy of the Classical (Vanilla Wolf Texture) provided by the mod
	#is used to render The Classical Skin, this is to avoid conflicts with resource packs
	#like Fresh Animations which are directly using the in-game wolf texture. Turning this on
	#will make DTN directly reference the in-game texture.
	use_vanilla_res_for_classical = false
	#Show a fun icon on world loading screen.
	world_load_icon = true
	#Move the world load icon to the right corner.
	world_load_icon_r = false
	#Set the world load icon offset from the corner.
	#Range: -500 ~ 500
	world_load_icon_x = 0
	#Range: -500 ~ 500
	world_load_icon_y = 0
	#DTN's fun little world loading icon will occasionally
	#show Ammy instead of Classical Pale. Disable this
	#to force the icon to always show Classical Pale.
	ammy_spinna = true
	#Determine if dogs will render their armor.
	render_armor = true
	#Determine if dogs still render with a red overlay upon hurt like they usually do.
	#This can be toggled on if the user prefers to not have the red overlay and relies on the animation 
	#to indicate hurting.
	block_red_overlay_when_hurt = false
	#Display extra smoke when the dog is on fire.
	display_smoke_when_on_fire = true
	#By default, dogs will render items in their mouth, regardless of models.
	#This can be disabled if you prefer not to render it on some
	#less compatible model.
	mouth_item_force_render = true
	#Specify the max latency allowed before force adjusting the animation time
	#client side to sync with server's animation time. The unit is in ticks.
	#Provide a non positive integer to disable this. Value from 0 to 7 both inclusive will be defaulted to 7.
	#Range: > -2147483648
	max_animation_latency_allowed = 10
	#Currently, DTN is utilizing a new system for rendering Doggy Armor's Armor
	#which allows DTN to directly use any texture which the armor item provided
	#for the player, thus better replicating third-party armor. Set this to true
	#if you prefer to use the old system instead.
	use_legacy_dog_armor_render = false
	#By default, DTN will try querying models from third parties designed for the player when
	#rendering helmet on the Dog. Disable this to force DTN to use either vanilla's player model or
	#DTN provided model designed for Dogs (specified by the below option).
	use_third_party_player_helmet_model = false
	#By default, if there is no custom Helmet Armor model for the Helmet Item,
	#DTN will use its own helmet armor model designed for DTN Dog to
	#render it on the Dog's head. Enable this to make DTN reuse the player's Helmet Model instead.
	use_player_helmet_model_by_default = false
	#Enable this to allow every World which is running on this Minecraft
	#instance's Integrated Server to provide new players with a Starter Bundle
	#regardless of the world's serverconfig.
	enable_starter_bundle_by_default = false
	#Some special Dog Variants may display some special effects
	#clientside. Set this to false to disable this behaviour.
	dog_variant_client_effect = true
	#Disable this to prevent Radio Collars from being rendered in case if
	#the server requires those or Locator Orb to be present to be tracked
	#using the Canine Tracker and you prefer to make the tracker invisible.
	render_radio_collar = true
	#Always render Overlay Accessories on Dogs as Translucent 
	#This is to prevent Special Variant's overlay to override on the Overlay Accessories
	translucent_all_overlay = true
	#Enable this to hide Wolf Mount Dog's Status Overlay when riding it.
	hide_wolf_mount_status = false
	#Enable this to hide Wolf Mount Dog's Status Overlay when riding it in Creative.
	hide_wolf_mount_status_creative = true
	#Use DTN's Dedicated Wolf Mount Overlay when riding the Dog to show its
	#status. This will takes up two health lines and will render where
	#the Vanilla Vehicle Health is and instead of it.
	dtn_wolf_mount_overlay = true
	#Force DTN's Dedicated Wolf Mount Overlay to always render Dog
	#Health and Dog Hunger in percentages.
	#When disabled, these entries will be rendered as their absolute
	#values and only if the max values of these entries exceed 3 digits,
	#they will be rendered as percentages.
	dtn_wolf_mount_overlay_percent = true
	#By default, DTN will render your Dogs' Names through walls. Disable
	#this to make Owned Dogs' Names no longer visible through walls.
	show_dog_name_thru_wall = true
	#Enable this if you want to automatically clear the Dog Bed Model
	#Cache every time Tags is updated on client side.
	dog_bed_clear_cache_auto = false
	#Configure the maximum value of Dog Bed variants that will be rendered.
	#If the amount of Dog Bed variants rendered exceeds this limit,
	#other variants will be rendered as the default variant.
	#To reset the cache, do a resource reload (F3+T).
	#Set this option to any value less than zero to remove the limit.
	#Range: > -2147483648
	max_dog_bed_model_cache = 65536
	#Currently, DTN Dog Bed renders with missing texture when Sodium/Iris
	#is installed. That is due to Iris/Sodium causing some problems with Fabric
	#Indigo rendering API which DTN utilize to render any supported material on
	#the Dog Bed, which is out of our control. This option force DTN
	#to not use its Custom Model and revert back to using vanilla's baked model.
	#This prevent the Missing Texture with Iris/Sodium but also means that
	#the Dog Bed can only render one casing and one bedding material.
	dogbed_force_default_model = false
