
[general]
	#Enable nether portal creation
	enableNetherPortals = true
	#Forces a number of game rules to specific values.
	#  naturalRegeneration = false (Health regen is much slower and not tied to extra saturation)
	#  doInsomnia = false (No phantoms)
	#  doTraderSpawning = false (No wandering traders)
	#  doPatrolSpawning = false (No pillager patrols)
	enableForcedTFCGameRules = true
	#If true, the gamerule 'doDaylightCycle' will be set to 'true' when no players are online on a server. This means that the calendar stops progressing when nobody is online. Disable this if you want the calendar to run whenever the server is online.
	enableTimeStopWhenServerEmpty = true
	#Enable fire arrows and fireballs to spread fire and light blocks.
	enableFireArrowSpreading = true
	#Base probability for a firestarter to start a fire. May change based on circumstances
	#Range: 0.0 ~ 1.0
	fireStarterChance = 0.5
	#Enable rat infestations for improperly stored food.
	enableInfestations = true
	#Enables TFC setting the moon phase based on the progress of the month. The etymology of the English word 'month' is in fact related to the word 'moon'.
	enableCalendarSensitiveMoonPhases = true
	#If false, vanilla lightning will not strike.
	enableLightning = true
	#If true, lightning has a chance of stripping bark off of trees.
	enableLightningStrippingLogs = true

[blocks]

	[blocks.farmland]
		#If TFC soil blocks are able to be created into farmland using a hoe.
		enableFarmlandCreation = true

	[blocks.grassPath]
		#If TFC soil blocks are able to be created into (grass) path blocks using a hoe.
		enableGrassPathCreation = true

	[blocks.grass]
		#The chance that when grass that freezes and thaws it will have a loose rock rise to the surface, provided some conditions are met. Set to 0 to disable.
		#Range: 0.0 ~ 1.0
		grassSpawningRocksChance = 0.001

	[blocks.rootedDirt]
		#If TFC rooted dirt blocks are able to be created into dirt blocks using a hoe.
		enableRootedDirtToDirtCreation = true

	[blocks.snow]
		#[Requires MC Restart] If snow will slow players that move on top of it similar to soul sand or honey.
		enableSnowSlowEntities = true
		#The chance that snow will accumulate during a storm. Lower values = faster snow accumulation, but also more block updates (aka lag).
		#Range: > 1
		snowAccumulateChance = 20
		#The chance that snow will melt during a storm. Lower values = faster snow melting, but also more block updates (aka lag).
		#Range: > 1
		snowMeltChance = 36

	[blocks.plants]
		#Chance for a plant to grow each random tick, does not include crops. Lower = slower growth. Set to 0 to disable random plant growth.
		#Range: 0.0 ~ 1.0
		plantGrowthChance = 0.04
		#Chance for a twisting/weeping/kelp plant to grow each random tick, does not include crops. Lower = slower growth. Set to 0 to disable random plant growth.
		#Range: 0.0 ~ 1.0
		plantLongGrowthChance = 0.03
		#Chance for a plant to spread each random tick, does not include crops. Lower = slower growth. Set to 0 to disable random plant spreading.
		#Range: 0.0 ~ 1.0
		plantSpreadChance = 0.001
		#A movement multiplier for players moving through plants. Individual plants will use a ratio of this value, and lower = slower.
		#Range: 0.0 ~ 1.0
		plantsMovementModifier = 0.2

	[blocks.leaves]
		#A movement multiplier for players moving through leaves. Lower = slower.
		#Range: 0.0 ~ 1.0
		leavesMovementModifier = 0.4
		#If true, then leaves will decay slowly over time when disconnected from logs (vanilla behavior), as opposed to instantly (TFC behavior).
		enableLeavesDecaySlowly = false

	[blocks.cobblestone]
		#If mossy rock blocks will spread their moss to nearby rock blocks (bricks and cobble; stairs, slabs and walls thereof).
		enableMossyRockSpreading = true
		#The rate at which rock blocks will accumulate moss. Higher value = slower.
		#Range: > 1
		mossyRockSpreadRate = 20

	[blocks.chest]
		#The largest (inclusive) size of an item that is allowed in a chest.
		#Allowed Values: TINY, VERY_SMALL, SMALL, NORMAL, LARGE, VERY_LARGE, HUGE
		chestMaximumItemSize = "LARGE"

	[blocks.largeVessel]
		#If true, large vessels will interact with in-world automation such as hoppers on a side-specific basis.
		largeVesselEnableAutomation = true
		#If true, large vessels will seal and unseal on redstone signal.
		largeVesselEnableRedstoneSeal = true

	[blocks.torch]
		#Number of ticks required for a torch to burn out (1000 = 1 in game hour = 50 seconds), default is 72 hours. Set to -1 to disable torch burnout.
		#Range: > -1
		torchTicks = 72000

	[blocks.candle]
		#Number of ticks required for a candle to burn out (1000 = 1 in game hour = 50 seconds), default is 264 hours. Set to -1 to disable candle burnout.
		#Range: > -1
		candleTicks = 264000

	[blocks.dryingBricks]
		#Number of ticks required for mud bricks to dry (1000 = 1 in game hour = 50 seconds), default is 24 hours. Set to -1 to disable drying.
		#Range: > -1
		mudBricksTicks = 24000

	[blocks.charcoal]
		#Number of ticks required for charcoal pit to complete. (1000 = 1 in game hour = 50 seconds), default is 18 hours.
		#Range: > -1
		charcoalTicks = 18000

	[blocks.pitKiln]
		#Number of ticks required for a pit kiln to burn out. (1000 = 1 in game hour = 50 seconds), default is 8 hours.
		#Range: > 20
		pitKilnTicks = 8000
		#The maximum temperature which a pit kiln reaches.
		#Range: > 0
		pitKilnTemperature1 = 1400

	[blocks.crucible]
		#Tank capacity of a crucible (in mB).
		#Range: 0 ~ 2147483645
		crucibleCapacity = 5760
		#A modifier for how fast fluid containers empty into crucibles. Containers will empty 1 mB every (this) number of ticks.
		#Range: > 1
		cruciblePouringRate = 4
		#A modifier for how fast fluid containers empty into crucibles when shift is held. Containers will empty 1 mB every (this) number of ticks.
		#Range: > 1
		crucibleFastPouringRate = 1
		#If true, barrels will interact with in-world automation such as hoppers on a side-specific basis.
		crucibleEnableAutomation = true

	[blocks.anvil]
		#The number of pixels that the anvil's result may be off by, but still count as recipe completion. By default this requires pixel perfect accuracy.
		#Range: 0 ~ 150
		anvilAcceptableWorkRange = 0
		#The minimum efficiency (ratio of number of steps taken / minimum number of steps required) that must be passed for a item to be considered 'Poorly Forged'.
		#Range: 1.0 ~ 1.7976931348623157E308
		anvilPoorlyForgedThreshold = 10.0
		#The minimum efficiency (ratio of number of steps taken / minimum number of steps required) that must be passed for a item to be considered 'Well Forged'.
		#Range: 1.0 ~ 1.7976931348623157E308
		anvilWellForgedThreshold = 5.0
		#The minimum efficiency (ratio of number of steps taken / minimum number of steps required) that must be passed for a item to be considered 'Expertly Forged'.
		#Range: 1.0 ~ 1.7976931348623157E308
		anvilExpertForgedThreshold = 2.0
		#The minimum efficiency (ratio of number of steps taken / minimum number of steps required) that must be passed for a item to be considered 'Perfectly Forged'.
		#Range: 1.0 ~ 1.7976931348623157E308
		anvilPerfectlyForgedThreshold = 1.5
		#The multiplier to efficiency (mining speed) that is applied to a 'Perfectly Forged' tool.
		#Range: 1.0 ~ 1000.0
		anvilMaxEfficiencyMultiplier = 1.8
		#The bonus to durability (probability to ignore a point of damage) that is applied to a 'Perfectly Forged' tool. Note that 1 ~ infinite durability, and 0 ~ no bonus.
		#Range: 0.0 ~ 1.0
		anvilMaxDurabilityMultiplier = 0.5
		#The boost to attack damage that is applied to a 'Perfectly Forged' tool.
		#Range: 1.0 ~ 1000.0
		anvilMaxDamageMultiplier = 1.5

	[blocks.barrel]
		#Tank capacity of a barrel (in mB).
		#Range: > 0
		barrelCapacity = 10000
		#If true, barrels will interact with in-world automation such as hoppers on a side-specific basis.
		barrelEnableAutomation = true
		#If true, barrels will seal and unseal on redstone signal.
		barrelEnableRedstoneSeal = true

	[blocks.composter]
		#Number of ticks required for a composter in normal conditions to complete. (24000 = 1 game day), default is 12 days.
		#Range: > 20
		composterTicks = 288000
		#Should the composter work less efficiently at high or low rainfalls?
		composterRainfallCheck = true

	[blocks.sluice]
		#Number of ticks required for a sluice to process an item. (20 = 1 second), default is 5 seconds.
		#Range: > 1
		sluiceTicks = 100

	[blocks.lamp]
		#Tank capacity of a lamp (in mB).
		#Range: 0 ~ 2147483645
		lampCapacity = 250

	[blocks.pumpkin]
		#Enables the knifing of pumpkins to carve them.
		enablePumpkinCarving = true
		#Number of ticks required for a jack 'o lantern to burn out (1000 = 1 in game hour = 50 seconds), default is 108 hours. Set to -1 to disable burnout.
		#Range: > -1
		jackOLanternTicks = 108000

	[blocks.bloomery]
		#Inventory capacity (in number of items per level of chimney) of the bloomery.
		#Range: > 1
		bloomeryCapacity = 8
		#The maximum number of levels that can be built in a bloomery multiblock, for added capacity.
		#Range: > 1
		bloomeryMaxChimneyHeight = 3

	[blocks.blastFurnace]
		#Inventory capacity (in number of items per level of chimney) of the blast furnace.
		#Range: > 1
		blastFurnaceCapacity = 4
		#Fluid capacity (in mB) of the output tank of the blast furnace.
		#Range: > 1
		blastFurnaceFluidCapacity = 10000
		#A multiplier for how fast the blast furnace consumes fuel. Higher values = faster fuel consumption.
		#Range: > 1
		blastFurnaceFuelConsumptionMultiplier = 4
		#The maximum number of levels that can be built in a blast furnace multiblock, for added capacity.
		#Range: > 1
		blastFurnaceMaxChimneyHeight = 5
		#If true, blast furnaces will interact with in-world automation such as hoppers on a side-specific basis.
		blastFurnaceEnableAutomation = true

	[blocks.loom]
		#If true, looms will interact with in-world automation such as hoppers on a side-specific basis.
		loomEnableAutomation = true

	[blocks.thatch]
		#A movement multiplier for players moving through thatch. Lower = slower.
		#Range: 0.0 ~ 1.0
		thatchMovementMultiplier = 0.6

	[blocks.thatchBed]
		#If true, thatch beds can set the player's spawn.
		enableThatchBedSpawnSetting = true
		#If true, the player can sleep the night in a thatch bed
		enableThatchBedSleeping = false
		#If true, the player cannot sleep in thatch beds during thunderstorms.
		thatchBedNoSleepInThunderstorms = true

	[blocks.placedItems]
		#The maximum size of items that can be placed as 4 items on the ground with V. If an item is larger than this, it could still be placed with the 'maxPlacedLargeItemSize' option.
		#Allowed Values: TINY, VERY_SMALL, SMALL, NORMAL, LARGE, VERY_LARGE, HUGE
		maxPlacedItemSize = "LARGE"
		#The maximum size of items that can be placed as a single item on the ground with V. Items are checked to see if they're the right size to be placed in a group of 4 items first.
		#Allowed Values: TINY, VERY_SMALL, SMALL, NORMAL, LARGE, VERY_LARGE, HUGE
		maxPlacedLargeItemSize = "HUGE"
		#If true, players can place items on the ground with V.
		enablePlacingItems = true
		#If true, the tag 'tfc:placed_item_whitelist' will be checked to allow items to be in placed items and will exclude everything else.
		usePlacedItemWhitelist = false

	[blocks.charcoalForge]
		#If true, charcoal forges will interact with in-world automation such as hoppers on a side-specific basis.
		charcoalForgeEnableAutomation = true

	[blocks.firePitEnableAutomation]
		#If true, fire pits will interact with in-world automation such as hoppers on a side-specific basis.
		firePitEnableAutomation = true

	[blocks.nestBox]
		#If true, nest boxes will interact with in-world automation such as hoppers on a side-specific basis.
		nestBoxEnableAutomation = true

	[blocks.powderKeg]
		#If true, powder kegs can be lit and exploded.
		powderKegEnabled = true
		#If true, powder kegs will interact with in-world automation such as hoppers on a side-specific basis.
		powderKegEnableAutomation = true
		#A modifier to the strength of powderkegs when exploding. A max powderkeg explosion is 64, and all explosions are capped to this size no matter the value of the modifier.
		#Range: 0.0 ~ 64.0
		powderKegStrengthModifier = 1.0

	[blocks.hotWater]
		#An amount that sitting in hot water will restore health, approximately twice per second.
		#Range: 0.0 ~ 20.0
		hotWaterHealAmount = 0.08

	[blocks.saplings]
		#Modifier applied to the growth time of every (non-fruit) sapling. The modifier multiplies the ticks it takes to grow, so larger values cause longer growth times. For example, a value of 2 doubles the growth time.
		#Range: 0.0 ~ 1.7976931348623157E308
		globalSaplingGrowthModifier = 1.0
		#Modifier applied to the growth time of every fruit tree sapling. The modifier multiplies the ticks it takes to grow, so larger values cause longer growth times. For example, a value of 2 doubles the growth time.
		#Range: 0.0 ~ 1.7976931348623157E308
		globalFruitSaplingGrowthModifier = 1.0
		#Days for a acacia tree sapling to be ready to grow into a full tree.
		#Range: > 0
		acaciaSaplingGrowthDays = 11
		#Days for a ash tree sapling to be ready to grow into a full tree.
		#Range: > 0
		ashSaplingGrowthDays = 7
		#Days for a aspen tree sapling to be ready to grow into a full tree.
		#Range: > 0
		aspenSaplingGrowthDays = 8
		#Days for a birch tree sapling to be ready to grow into a full tree.
		#Range: > 0
		birchSaplingGrowthDays = 7
		#Days for a blackwood tree sapling to be ready to grow into a full tree.
		#Range: > 0
		blackwoodSaplingGrowthDays = 8
		#Days for a chestnut tree sapling to be ready to grow into a full tree.
		#Range: > 0
		chestnutSaplingGrowthDays = 7
		#Days for a douglas_fir tree sapling to be ready to grow into a full tree.
		#Range: > 0
		douglas_firSaplingGrowthDays = 7
		#Days for a hickory tree sapling to be ready to grow into a full tree.
		#Range: > 0
		hickorySaplingGrowthDays = 10
		#Days for a kapok tree sapling to be ready to grow into a full tree.
		#Range: > 0
		kapokSaplingGrowthDays = 7
		#Days for a mangrove tree sapling to be ready to grow into a full tree.
		#Range: > 0
		mangroveSaplingGrowthDays = 8
		#Days for a maple tree sapling to be ready to grow into a full tree.
		#Range: > 0
		mapleSaplingGrowthDays = 7
		#Days for a oak tree sapling to be ready to grow into a full tree.
		#Range: > 0
		oakSaplingGrowthDays = 10
		#Days for a palm tree sapling to be ready to grow into a full tree.
		#Range: > 0
		palmSaplingGrowthDays = 7
		#Days for a pine tree sapling to be ready to grow into a full tree.
		#Range: > 0
		pineSaplingGrowthDays = 7
		#Days for a rosewood tree sapling to be ready to grow into a full tree.
		#Range: > 0
		rosewoodSaplingGrowthDays = 8
		#Days for a sequoia tree sapling to be ready to grow into a full tree.
		#Range: > 0
		sequoiaSaplingGrowthDays = 18
		#Days for a spruce tree sapling to be ready to grow into a full tree.
		#Range: > 0
		spruceSaplingGrowthDays = 7
		#Days for a sycamore tree sapling to be ready to grow into a full tree.
		#Range: > 0
		sycamoreSaplingGrowthDays = 8
		#Days for a white_cedar tree sapling to be ready to grow into a full tree.
		#Range: > 0
		white_cedarSaplingGrowthDays = 7
		#Days for a willow tree sapling to be ready to grow into a full tree.
		#Range: > 0
		willowSaplingGrowthDays = 11
		#Days for a cherry tree sapling to be eligible to grow
		#Range: > 0
		cherrySaplingGrowthDays1 = 8
		#Days for a green_apple tree sapling to be eligible to grow
		#Range: > 0
		green_appleSaplingGrowthDays1 = 10
		#Days for a lemon tree sapling to be eligible to grow
		#Range: > 0
		lemonSaplingGrowthDays1 = 8
		#Days for a olive tree sapling to be eligible to grow
		#Range: > 0
		oliveSaplingGrowthDays1 = 12
		#Days for a orange tree sapling to be eligible to grow
		#Range: > 0
		orangeSaplingGrowthDays1 = 7
		#Days for a peach tree sapling to be eligible to grow
		#Range: > 0
		peachSaplingGrowthDays1 = 11
		#Days for a plum tree sapling to be eligible to grow
		#Range: > 0
		plumSaplingGrowthDays1 = 8
		#Days for a red_apple tree sapling to be eligible to grow
		#Range: > 0
		red_appleSaplingGrowthDays1 = 10
		#Days for a banana tree sapling to be eligible to grow
		#Range: > 0
		bananaSaplingGrowthDays = 6

	[blocks.crops]
		#Modifier applied to the growth time of every crop. The modifier multiplies the ticks it takes to grow, so larger values cause longer growth times. For example, a value of 2 doubles the growth time.
		#Range: 0.001 ~ 1000.0
		cropGrowthModifier = 1.0
		#Modifier applied to the expiry time of every crop. The modifier multiplies the ticks it takes to grow, so larger values cause longer growth times. For example, a value of 2 doubles the growth time.
		#Range: 0.001 ~ 1000.0
		cropExpiryModifier = 1.0

	[blocks.dispenser]
		#If true, dispensers can light TFC devices.
		dispenserEnableLighting = true

	[blocks.powderBowl]
		#If true, powder bowls will interact with in-world automation such as hoppers on a side-specific basis.
		powderBowlEnableAutomation = true

[items]

	[items.smallVessel]
		#Tank capacity of a small vessel (in mB).
		#Range: 0 ~ 2147483645
		smallVesselCapacity = 4320
		#The largest (inclusive) size of an item that is allowed in a small vessel.
		#Allowed Values: TINY, VERY_SMALL, SMALL, NORMAL, LARGE, VERY_LARGE, HUGE
		smallVesselMaximumItemSize = "SMALL"
		#If true, the vessel can be inserted and extracted from by clicking on it in the inventory. You may want to disable this if you have a inventory-tweaking mod
		enableSmallVesselInventoryInteraction = true

	[items.molds]
		#Tank capacity of a Fire Ingot mold (in mB).
		#Range: 0 ~ 2147483645
		moldIngotCapacity = 144
		#Tank capacity of a Pickaxe Head mold (in mB).
		#Range: 0 ~ 2147483645
		moldPickaxeHeadCapacity = 144
		#Tank capacity of a Propick Head mold (in mB).
		#Range: 0 ~ 2147483645
		moldPropickHeadCapacity = 144
		#Tank capacity of a Axe Head mold (in mB).
		#Range: 0 ~ 2147483645
		moldAxeHeadCapacity = 144
		#Tank capacity of a Shovel Head mold (in mB).
		#Range: 0 ~ 2147483645
		moldShovelHeadCapacity = 144
		#Tank capacity of a Hoe Head mold (in mB).
		#Range: 0 ~ 2147483645
		moldHoeHeadCapacity = 144
		#Tank capacity of a Chisel Head mold (in mB).
		#Range: 0 ~ 2147483645
		moldChiselHeadCapacity = 144
		#Tank capacity of a Hammer Head mold (in mB).
		#Range: 0 ~ 2147483645
		moldHammerHeadCapacity = 144
		#Tank capacity of a Saw Blade mold (in mB).
		#Range: 0 ~ 2147483645
		moldSawBladeCapacity = 144
		#Tank capacity of a Javelin Head mold (in mB).
		#Range: 0 ~ 2147483645
		moldJavelinHeadCapacity = 144
		#Tank capacity of a Sword Blade mold (in mB).
		#Range: 0 ~ 2147483645
		moldSwordBladeCapacity = 288
		#Tank capacity of a Mace Head mold (in mB).
		#Range: 0 ~ 2147483645
		moldMaceHeadCapacity = 288
		#Tank capacity of a Knife Blade mold (in mB).
		#Range: 0 ~ 2147483645
		moldKnifeBladeCapacity = 144
		#Tank capacity of a Bell mold (in mB).
		#Range: 0 ~ 2147483645
		moldScytheBladeCapacity = 144

	[items.jug]
		#Tank capacity of a ceramic jug (in mB).
		#Range: 0 ~ 2147483645
		jugCapacity = 100
		#The chance a jug will break after drinking.
		#Range: 0.0 ~ 1.0
		jugBreakChance = 0.02

	[items.glassBottle]
		#Tank capacity of a silica glass bottle (in mB).
		#Range: 0 ~ 2147483645
		silicaGlassBottleCapacity = 500
		#The chance a silica glass bottle will break after drinking.
		#Range: 0.0 ~ 1.0
		silicaGlassBottleBreakChance = 0.005
		#Tank capacity of a hematitic glass bottle (in mB).
		#Range: 0 ~ 2147483645
		hematiticGlassBottleCapacity = 400
		#The chance a hematitic glass bottle will break after drinking.
		#Range: 0.0 ~ 1.0
		hematiticGlassBottleBreakChance = 0.02
		#Tank capacity of a volcanic glass bottle (in mB).
		#Range: 0 ~ 2147483645
		volcanicGlassBottleCapacity = 400
		#The chance a volcanic glass bottle will break after drinking.
		#Range: 0.0 ~ 1.0
		volcanicGlassBottleBreakChance = 0.04
		#Tank capacity of a olivine glass bottle (in mB).
		#Range: 0 ~ 2147483645
		olivineGlassBottleCapacity = 400
		#The chance a olivine glass bottle will break after drinking.
		#Range: 0.0 ~ 1.0
		olivineGlassBottleBreakChance = 0.01

	[items.woodenBucket]
		#Tank capacity of a wooden bucket (in mB).
		#Range: 0 ~ 2147483645
		woodenBucketCapacity = 1000

[mechanics]

	[mechanics.heat]
		#A multiplier for how fast devices themselves heat up. Higher = faster.
		#Range: 0.0 ~ 1.7976931348623157E308
		deviceHeatingModifier = 1.0
		#A multiplier for how fast items heat in devices. Higher = faster.
		#Range: 0.0 ~ 1.7976931348623157E308
		itemHeatingModifier = 1.0
		#A multiplier for how fast items cool. Higher = faster.
		#Range: 0.0 ~ 1.7976931348623157E308
		itemCoolingModifier = 0.8
		#Should hot item entities cool off when in contact with blocks like water or snow?
		coolHotItemEntities = true
		#Ticks between each time an item loses temperature when sitting on a cold block. 20 ticks = 1 second.
		#Range: > 1
		ticksBeforeItemCool = 10

	[mechanics.collapses]
		#Enable rock collapsing when mining raw stone blocks
		enableBlockCollapsing = true
		#Enable explosions causing immediate collapses.
		enableExplosionCollapsing = true
		#Enable land slides (gravity affected blocks) when placing blocks or on block updates.
		enableBlockLandslides = true
		#Enable chisels starting collapses
		enableChiselsStartCollapses = true
		#Chance for a collapse to be triggered by mining a block.
		#Range: 0.0 ~ 1.0
		collapseTriggerChance = 0.1
		#Chance for a collapse to be fake triggered by mining a block.
		#Range: 0.0 ~ 1.0
		collapseFakeTriggerChance = 0.35
		#Chance for a block fo fall from mining collapse. Higher = more likely.
		#Range: 0.0 ~ 1.0
		collapsePropagateChance = 0.55
		#Chance for a block to fall from an explosion triggered collapse. Higher = mor likely.
		#Range: 0.0 ~ 1.0
		collapseExplosionPropagateChance = 0.3
		#Minimum radius for a collapse
		#Range: 1 ~ 32
		collapseMinRadius = 3
		#Variance of the radius of a collapse. Total size is in [minRadius, minRadius + radiusVariance]
		#Range: 1 ~ 32
		collapseRadiusVariance = 16

	[mechanics.player]
		#If peaceful difficulty should still have vanilla-esque passive regeneration of health, food, and hunger
		enablePeacefulDifficultyPassiveRegeneration = false
		#A multiplier for passive exhaustion accumulation.
		#Exhaustion is the hidden stat which controls when you get hungry. In vanilla it is incremented by running and jumping for example. In TFC, exhaustion is added just by existing.
		#1.0 = A full hunger bar's worth of exhaustion every 2.5 days. Set to zero to disable completely.
		#Range: 0.0 ~ 100.0
		passiveExhaustionMultiplier = 1.0
		#A multiplier for how quickly the player gets thirsty.
		#The player loses thirst in sync with when they lose hunger. This represents how much thirst they lose. 0 = None, 100 = the entire thirst bar.
		#Range: 0.0 ~ 100.0
		thirstModifier1 = 5.0
		#Enables the player losing more thirst in hotter environments.
		enableThirstOverheating = true
		#How much thirst the player gains from drinking in the rain (standing outside in the rain and looking up) per tick.
		#Range: 0.0 ~ 100.0
		thirstGainedFromDrinkingInTheRain = 0.20833333333333334
		#A multiplier for how quickly the player regenerates health, under TFC's passive regeneration.
		#By default, the player regenerates 0.2 HP/second, or 0.6 HP/second when above 80% hunger and thirst, where 1 HP = 1/50 of a heart.
		#Range: 0.0 ~ 100.0
		naturalRegenerationModifier = 1.0
		#How much total hunger consumed is required to completely refresh the player's nutrition.
		#Player nutrition in TFC is calculated based on nutrition of the last few foods eaten - this is how many foods are used to calculate nutrition. By default, all TFC foods restore 4 hunger.
		#Range: > 1
		nutritionRotationHungerWindow = 80
		#If player's nutrition should be kept even after death. Hunger and thirst are not affected and will be reset.
		keepNutritionAfterDeath = true
		#How many hours should different foods ignore when trying to stack together automatically?
		#Food made with different creation dates doesn't stack by default, unless it's within a specific window. This is the number of hours that different foods will try and stack together at the loss of a little extra expiry time.
		#Range: 1 ~ 100
		foodDecayStackWindow = 6
		# A multiplier for food decay, or expiration times. Larger values will result in naturally shorter expiration times.
		# Setting this to zero will cause decay not to apply.
		# Note that if you set this to zero **food items will lose their creation dates!!**. This is not reversible!
		#Range: 0.0 ~ 1000.0
		foodDecayModifier = 0.3
		#Enables negative effects from carrying too many very heavy items, including potion effects.
		enableOverburdening = true
		#A multiplier for the minimum health that the player will obtain, based on their nutrition
		#Range: 0.001 ~ 1000.0
		nutritionMinimumHealthModifier = 0.2
		#A multiplier for the default health that the player will have (this is at a average nutrition of 40%, aka the starting nutrition.
		#Nutrition above this value will linearly scale to the maximum multiplier.
		#Nutrition below this value will linearly scale to the minimum multiplier.
		#Range: 0.001 ~ 1000.0
		nutritionDefaultHealthModifier = 0.85
		#A multiplier for the maximum health that the player will obtain, based on their nutrition
		#Range: 0.001 ~ 1000.0
		nutritionMaximumHealthModifier = 3.0

	[mechanics.foodTraits]
		#The modifier for the 'Salted' food trait. Values less than 1 extend food lifetime, values greater than one decrease it. A value of zero stops decay.
		#Range: 0.0 ~ 1.7976931348623157E308
		traitSaltedModifier = 0.5
		#The modifier for the 'Brined' food trait. Values less than 1 extend food lifetime, values greater than one decrease it. A value of zero stops decay.
		#Range: 0.0 ~ 1.7976931348623157E308
		traitBrinedModifier = 1.0
		#The modifier for the 'Pickled' food trait. Values less than 1 extend food lifetime, values greater than one decrease it. A value of zero stops decay.
		#Range: 0.0 ~ 1.7976931348623157E308
		traitPickledModifier = 0.5
		#The modifier for the 'Preserved' food trait. Values less than 1 extend food lifetime, values greater than one decrease it. A value of zero stops decay.
		#Range: 0.0 ~ 1.7976931348623157E308
		traitPreservedModifier = 0.5
		#The modifier for the 'Vinegar' food trait. Values less than 1 extend food lifetime, values greater than one decrease it. A value of zero stops decay.
		#Range: 0.0 ~ 1.7976931348623157E308
		traitVinegarModifier = 0.1
		#The modifier for the 'Charcoal Grilled' food trait. Values less than 1 extend food lifetime, values greater than one decrease it. A value of zero stops decay.
		#Range: 0.0 ~ 1.7976931348623157E308
		traitCharcoalGrilledModifier = 1.25
		#The modifier for the 'Wood Grilled' food trait. Values less than 1 extend food lifetime, values greater than one decrease it. A value of zero stops decay.
		#Range: 0.0 ~ 1.7976931348623157E308
		traitWoodGrilledModifier = 0.8
		#The modifier for the 'Burnt To A Crisp' food trait. Values less than 1 extend food lifetime, values greater than one decrease it. A value of zero stops decay.
		#Range: 0.0 ~ 1.7976931348623157E308
		traitBurntToACrispModifier = 2.5
		#The modifier for the 'Wild' food trait. Values less than 1 extend food lifetime, values greater than one decrease it. A value of zero stops decay.
		#Range: 0.0 ~ 1.7976931348623157E308
		traitWildModifier = 0.5

	[mechanics.fluids]
		#If true, TFC buckets that naturally place sources (colored steel) will place sources. If false, this behavior is disabled.
		enableBucketsPlacingSources = true

	[mechanics.vanillaChanges]
		#If vanilla bonemeal's instant-growth effect should be enabled.
		enableVanillaBonemeal = false
		#If true, vanilla's snow and ice formation mechanics will be used, and none of the TFC mechanics (improved snow and ice placement, snow stacking, icicle formation, passive snow or ice melting) will exist.
		enableVanillaWeatherEffects = false
		#If true, vanilla will attempt to spawn skeleton 'trap' horses during thunderstorms.
		enableVanillaSkeletonHorseSpawning = false
		#If true, enables the default vanilla behavior of mobs spawning with enchanted weapons sometimes.
		enableVanillaMobsSpawningWithEnchantments = false
		#If true, enables the default behavior of mobs sapwning with vanilla armor and weapons
		enableVanillaMobsSpawningWithVanillaEquipment = false
		#If true, golems can be built
		enableVanillaGolems = false
		#If true, vanilla monsters are able to spawn. If false, the 'enableVanillaMonstersOnSurface' config option is not used, and all spawns are denied.
		enableVanillaMonsters = true
		#If true, vanilla monsters will spawn on the surface instead of just underground. If false, vanilla monsters will not spawn on the surface.
		enableVanillaMonstersOnSurface = false
		#If true, chicken jockies can spawn
		enableChickenJockies = false
		#If true, eggs can be thrown.
		enableVanillaEggThrowing = false
		#If true, drinking milk will clear potion effects and restore no nutrition, as in vanilla.
		enableVanillaDrinkingMilkClearsPotionEffects = false

	[mechanics.animals]

		[mechanics.animals.pig]
			#Max familiarity an adult may reach
			#Range: 0.0 ~ 1.0
			pigFamiliarityCap = 0.35
			#Days until animal reaches adulthood
			#Range: > 0
			pigAdulthoodDays = 80
			#Uses before animal becomes old and can no longer be used
			#Range: > 0
			pigUses = 60
			#Does the animal eat rotten food?
			pigEatsRottenFood = true
			#Length of pregnancy in days
			#Range: > 0
			pigGestationDays = 19
			#Max number of children born
			#Range: 0 ~ 100
			pigChildCount = 10

		[mechanics.animals.donkey]
			#Max familiarity an adult may reach
			#Range: 0.0 ~ 1.0
			donkeyFamiliarityCap = 0.35
			#Days until animal reaches adulthood
			#Range: > 0
			donkeyAdulthoodDays = 80
			#Uses before animal becomes old and can no longer be used
			#Range: > 0
			donkeyUses = 60
			#Does the animal eat rotten food?
			donkeyEatsRottenFood = false
			#Length of pregnancy in days
			#Range: > 0
			donkeyGestationDays = 19
			#Max number of children born
			#Range: 0 ~ 100
			donkeyChildCount = 1

		[mechanics.animals.mule]
			#Max familiarity an adult may reach
			#Range: 0.0 ~ 1.0
			muleFamiliarityCap = 0.35
			#Days until animal reaches adulthood
			#Range: > 0
			muleAdulthoodDays = 80
			#Uses before animal becomes old and can no longer be used
			#Range: > 0
			muleUses = 60
			#Does the animal eat rotten food?
			muleEatsRottenFood = false
			#Length of pregnancy in days
			#Range: > 0
			muleGestationDays = 19
			#Max number of children born
			#Range: 0 ~ 100
			muleChildCount = 1

		[mechanics.animals.horse]
			#Max familiarity an adult may reach
			#Range: 0.0 ~ 1.0
			horseFamiliarityCap = 0.35
			#Days until animal reaches adulthood
			#Range: > 0
			horseAdulthoodDays = 80
			#Uses before animal becomes old and can no longer be used
			#Range: > 0
			horseUses = 60
			#Does the animal eat rotten food?
			horseEatsRottenFood = false
			#Length of pregnancy in days
			#Range: > 0
			horseGestationDays = 19
			#Max number of children born
			#Range: 0 ~ 100
			horseChildCount = 1

		[mechanics.animals.cat]
			#Max familiarity an adult may reach
			#Range: 0.0 ~ 1.0
			catFamiliarityCap = 0.35
			#Days until animal reaches adulthood
			#Range: > 0
			catAdulthoodDays = 50
			#Uses before animal becomes old and can no longer be used
			#Range: > 0
			catUses = 60
			#Does the animal eat rotten food?
			catEatsRottenFood = false
			#Length of pregnancy in days
			#Range: > 0
			catGestationDays = 19
			#Max number of children born
			#Range: 0 ~ 100
			catChildCount = 6

		[mechanics.animals.dog]
			#Max familiarity an adult may reach
			#Range: 0.0 ~ 1.0
			dogFamiliarityCap = 0.35
			#Days until animal reaches adulthood
			#Range: > 0
			dogAdulthoodDays = 50
			#Uses before animal becomes old and can no longer be used
			#Range: > 0
			dogUses = 60
			#Does the animal eat rotten food?
			dogEatsRottenFood = true
			#Length of pregnancy in days
			#Range: > 0
			dogGestationDays = 19
			#Max number of children born
			#Range: 0 ~ 100
			dogChildCount = 2

		[mechanics.animals.cow]
			#Max familiarity an adult may reach
			#Range: 0.0 ~ 1.0
			cowFamiliarityCap = 0.35
			#Days until animal reaches adulthood
			#Range: > 0
			cowAdulthoodDays = 192
			#Uses before animal becomes old and can no longer be used
			#Range: > 0
			cowUses = 128
			#Does the animal eat rotten food?
			cowEatsRottenFood = true
			#Length of pregnancy in days
			#Range: > 0
			cowGestationDays = 58
			#Max number of children born
			#Range: 0 ~ 100
			cowChildCount = 2
			#Ticks until produce is ready
			#Range: > 0
			cowProduceTicks = 24000
			#Minimum familiarity [0-1] needed for produce. Set above 1 to disable produce.
			#Range: 0.0 ~ 3.4028234663852886E38
			cowMinProduceFamiliarity = 0.15

		[mechanics.animals.goat]
			#Max familiarity an adult may reach
			#Range: 0.0 ~ 1.0
			goatFamiliarityCap = 0.35
			#Days until animal reaches adulthood
			#Range: > 0
			goatAdulthoodDays = 96
			#Uses before animal becomes old and can no longer be used
			#Range: > 0
			goatUses = 60
			#Does the animal eat rotten food?
			goatEatsRottenFood = true
			#Length of pregnancy in days
			#Range: > 0
			goatGestationDays = 32
			#Max number of children born
			#Range: 0 ~ 100
			goatChildCount = 2
			#Ticks until produce is ready
			#Range: > 0
			goatProduceTicks = 72000
			#Minimum familiarity [0-1] needed for produce. Set above 1 to disable produce.
			#Range: 0.0 ~ 3.4028234663852886E38
			goatMinProduceFamiliarity = 0.15

		[mechanics.animals.yak]
			#Max familiarity an adult may reach
			#Range: 0.0 ~ 1.0
			yakFamiliarityCap = 0.35
			#Days until animal reaches adulthood
			#Range: > 0
			yakAdulthoodDays = 180
			#Uses before animal becomes old and can no longer be used
			#Range: > 0
			yakUses = 230
			#Does the animal eat rotten food?
			yakEatsRottenFood = false
			#Length of pregnancy in days
			#Range: > 0
			yakGestationDays = 64
			#Max number of children born
			#Range: 0 ~ 100
			yakChildCount = 1
			#Ticks until produce is ready
			#Range: > 0
			yakProduceTicks = 23500
			#Minimum familiarity [0-1] needed for produce. Set above 1 to disable produce.
			#Range: 0.0 ~ 3.4028234663852886E38
			yakMinProduceFamiliarity = 0.15

		[mechanics.animals.alpaca]
			#Max familiarity an adult may reach
			#Range: 0.0 ~ 1.0
			alpacaFamiliarityCap = 0.35
			#Days until animal reaches adulthood
			#Range: > 0
			alpacaAdulthoodDays = 98
			#Uses before animal becomes old and can no longer be used
			#Range: > 0
			alpacaUses = 128
			#Does the animal eat rotten food?
			alpacaEatsRottenFood = false
			#Length of pregnancy in days
			#Range: > 0
			alpacaGestationDays = 36
			#Max number of children born
			#Range: 0 ~ 100
			alpacaChildCount = 2
			#Ticks until produce is ready
			#Range: > 0
			alpacaProduceTicks = 120000
			#Minimum familiarity [0-1] needed for produce. Set above 1 to disable produce.
			#Range: 0.0 ~ 3.4028234663852886E38
			alpacaMinProduceFamiliarity = 0.15

		[mechanics.animals.sheep]
			#Max familiarity an adult may reach
			#Range: 0.0 ~ 1.0
			sheepFamiliarityCap = 0.35
			#Days until animal reaches adulthood
			#Range: > 0
			sheepAdulthoodDays = 56
			#Uses before animal becomes old and can no longer be used
			#Range: > 0
			sheepUses = 60
			#Does the animal eat rotten food?
			sheepEatsRottenFood = false
			#Length of pregnancy in days
			#Range: > 0
			sheepGestationDays = 32
			#Max number of children born
			#Range: 0 ~ 100
			sheepChildCount = 2
			#Ticks until produce is ready
			#Range: > 0
			sheepProduceTicks = 168000
			#Minimum familiarity [0-1] needed for produce. Set above 1 to disable produce.
			#Range: 0.0 ~ 3.4028234663852886E38
			sheepMinProduceFamiliarity = 0.15

		[mechanics.animals.muskOx]
			#Max familiarity an adult may reach
			#Range: 0.0 ~ 1.0
			muskOxFamiliarityCap = 0.35
			#Days until animal reaches adulthood
			#Range: > 0
			muskOxAdulthoodDays = 168
			#Uses before animal becomes old and can no longer be used
			#Range: > 0
			muskOxUses = 160
			#Does the animal eat rotten food?
			muskOxEatsRottenFood = false
			#Length of pregnancy in days
			#Range: > 0
			muskOxGestationDays = 64
			#Max number of children born
			#Range: 0 ~ 100
			muskOxChildCount = 1
			#Ticks until produce is ready
			#Range: > 0
			muskOxProduceTicks = 96000
			#Minimum familiarity [0-1] needed for produce. Set above 1 to disable produce.
			#Range: 0.0 ~ 3.4028234663852886E38
			muskOxMinProduceFamiliarity = 0.15

		[mechanics.animals.chicken]
			#Max familiarity an adult may reach
			#Range: 0.0 ~ 1.0
			chickenFamiliarityCap = 0.35
			#Days until animal reaches adulthood
			#Range: > 0
			chickenAdulthoodDays = 24
			#Uses before animal becomes old and can no longer be used
			#Range: > 0
			chickenUses = 100
			#Does the animal eat rotten food?
			chickenEatsRottenFood = true
			#Ticks until produce is ready
			#Range: > 0
			chickenProduceTicks = 30000
			#Minimum familiarity [0-1] needed for produce. Set above 1 to disable produce.
			#Range: 0.0 ~ 3.4028234663852886E38
			chickenMinProduceFamiliarity = 0.15
			#Ticks until egg is ready to hatch
			#Range: > 0
			chickenHatchDays = 8

		[mechanics.animals.duck]
			#Max familiarity an adult may reach
			#Range: 0.0 ~ 1.0
			duckFamiliarityCap = 0.35
			#Days until animal reaches adulthood
			#Range: > 0
			duckAdulthoodDays = 32
			#Uses before animal becomes old and can no longer be used
			#Range: > 0
			duckUses = 72
			#Does the animal eat rotten food?
			duckEatsRottenFood = false
			#Ticks until produce is ready
			#Range: > 0
			duckProduceTicks = 32000
			#Minimum familiarity [0-1] needed for produce. Set above 1 to disable produce.
			#Range: 0.0 ~ 3.4028234663852886E38
			duckMinProduceFamiliarity = 0.15
			#Ticks until egg is ready to hatch
			#Range: > 0
			duckHatchDays = 8

		[mechanics.animals.quail]
			#Max familiarity an adult may reach
			#Range: 0.0 ~ 1.0
			quailFamiliarityCap = 0.35
			#Days until animal reaches adulthood
			#Range: > 0
			quailAdulthoodDays = 22
			#Uses before animal becomes old and can no longer be used
			#Range: > 0
			quailUses = 48
			#Does the animal eat rotten food?
			quailEatsRottenFood = true
			#Ticks until produce is ready
			#Range: > 0
			quailProduceTicks = 28000
			#Minimum familiarity [0-1] needed for produce. Set above 1 to disable produce.
			#Range: 0.0 ~ 3.4028234663852886E38
			quailMinProduceFamiliarity = 0.15
			#Ticks until egg is ready to hatch
			#Range: > 0
			quailHatchDays = 8

[weird]
	farmlandMakesTheBestRaceTracks = false

