
# Options related to enabling/disabling specific features
# See the data packs to customize the temperature of specific blocks, liquids, armors, etc.
[core]
	# Whether the temperature system is enabled.
	"Temperature Enabled" = true
	# Whether the thirst system is enabled.
	"Thirst Enabled" = true
	# Whether the overhaul health system is enabled.
	"Health Overhaul Enabled" = false
	# Whether body members receive localized damages.
	"Localized Body Damage Enabled" = false
	# How the mod represents a challenge for the player.
	# Accepted values are as follows:
	#   PEACEFUL - Temperature doesn't harm the player and the hydration doesn't decrease.
	#   EASY - Temperature and Thirst won't hurt the player health below 10 hearts.
	#   NORMAL - Temperature and Thirst hurts the player down to 1 heart.
	#   HARD - Temperature and Thirst can kill the player.
	# Any other value will default to HARD.
	#Allowed Values: PEACEFUL, EASY, NORMAL, HARD
	"Temperature Difficulty Mode" = "NORMAL"

	[core.advanced]
		# How often player temperature, thirst, body damage and health is regularly synced between the client and server, in ticks.
		# Lower values will increase accuracy at the cost of performance.
		#Range: > 1
		"Routine Packet Sync" = 30

	[core.misc]
		# What information the compass returns when player is using it or in an item frame.
		#Allowed Values: FULL, HORIZONTAL, NONE
		"Compass Info Mode" = "FULL"
		# If enabled, use on a filled map will show destination coordinates.
		"Show Coordinate On Filled Map" = true
		# If enabled, information like position and direction will be hidden from the debug screen (F3).
		"Hide Info From Debug" = true
		# If enabled, the player can regenerate health naturally if their hunger is full enough (doesn't affect external healing, such as golden apples, the Regeneration effect, etc.)
		"Natural Regeneration Enabled" = false
		# If enabled, the player suffers vanilla freeze when inside powder snow.
		"Vanilla Freeze Enabled" = false
		# How much health player will have initially.
		#Range: 1.0 ~ 10000.0
		"Initial Player Health" = 20.0

# Options related to the player food data
[food]
	# Food exhausted every 10 ticks. Increase the base minecraft food exhaustion.
	#Range: 0.0 ~ 1000.0
	"Base Food Exhaustion" = 0.05
	# Food exhausted every 10 ticks while sprinting in addition to the sprinting minecraft food exhaustion.
	#Range: 0.0 ~ 1000.0
	"Sprinting Food Exhaustion" = 0.1
	# Food exhausted on every attack in addition to the minecraft attack food exhaustion.
	#Range: 0.0 ~ 1000.0
	"On Attack Food Exhaustion" = 0.1

# Options related to the temperature system
[temperature]
	# If enabled, players will take damage from the effects of high temperature.
	"Dangerous Heat Temperature Effects" = true
	# If enabled, players will take damage from the effects of low temperature.
	"Dangerous Cold Temperature Effects" = true
	# Chance of the ferns to become a gold fern when grow mature.
	#Range: 0.0 ~ 1.0
	"Gold Fern Chance" = 0.01
	# How much of an effect being on fire has on a player's temperature.
	#Range: -1000.0 ~ 1000.0
	"Player On Fire Modifier" = 12.5
	# How much of an effect sprinting has on a player's temperature.
	#Range: -1000.0 ~ 1000.0
	"Player Sprint Modifier" = 1.5
	# How much of an effect altitude has on player's temperature.
	# Each 64 blocks further from sea level will impact player's temperature by this value.
	# The sea level can be defined via datapack under the dimension's temperature.
	# As an example, a value of -6 will reduce the player's temperature by 6 for each 64 blocks (the calculus is done linearly).
	#Range: -1000.0 ~ 1000.0
	"Altitude Modifier" = -6.0

	[temperature.temperature-immunity]
		# If enabled, players will be immune to temperature effects after death.
		"Temperature Immunity On Death Enabled" = true
		# Temperature immunity period in ticks while the player is immune to temperature effects after death.
		#Range: 0 ~ 100000
		"Temperature Immunity On Death Time" = 1800
		# If enabled, players will be immune to temperature effects on first spawn in a world.
		"Temperature Immunity On First Spawn Enabled" = true
		# Temperature immunity period in ticks while the player is immune to temperature effects on first spawn.
		#Range: 0 ~ 100000
		"Temperature Immunity On First Spawn Time" = 1800

	[temperature.secondary_effects]
		# If enabled, players will also receive other effects from their current temperature state.
		# If the player is too hot, hydration will deplete faster.
		"Heat Temperature Secondary Effects" = true
		# If enabled, players will also receive other effects from their current temperature state.
		# If the player is too cold, hunger will deplete faster.
		"Cold Temperature Secondary Effects" = true
		# How much thirst exhaustion will be added every 50 ticks with no amplification effect, when the player suffers from heat.
		#Range: 0.0 ~ 1000.0
		"Heat Thirst Effect Modifier" = 0.2
		# How much food exhaustion will be added every 50 ticks with no amplification effect, when the player suffers from frostbite.
		# As reference, the hunger effect add 0.025 food exhaustion every 50 ticks.
		#Range: 0.0 ~ 1000.0
		"Cold Hunger Modifier" = 0.1

	[temperature.wetness]
		# Enable the wetness mechanic.
		"Wetness Enabled" = true
		# List of mounts that provide a wetness immunity.
		"Wetness Immunity Mounts" = ["alexscaves:submarine", "immersive_machinery:bamboo_bee", "immersive_machinery:tunnel_digger", "immersive_machinery:redstone_sheep", "immersive_machinery:copperfin"]
		# How much being wet influences the player's temperature.
		# It means that for a value of -10, the body temperature of the player is reduced by 10.
		#Range: -1000.0 ~ 1000.0
		"Wetness Modifier" = -10.0
		# How frequently the wetness is modified.
		# By default, every 10 ticks, the wetness will either increase or decrease, based on the conditions.
		#Range: 1 ~ 100000
		"Wetness Tick Timer" = 10
		# How much the wetness decrease when out of water.
		#Range: -1000 ~ 0
		"Wetness Decrease" = -3
		# How much the wetness increase when under rain.
		#Range: 0 ~ 1000
		"Wetness Under Rain Increase" = 7
		# How much the wetness increase when the player is in a fluid, scale by the amount of fluid in the block.
		# The defined value is for a full block of fluid, and goes up to 2 times this value when fully immerge.
		#Range: 0 ~ 1000
		"Wetness In Fluid Increase" = 10

	[temperature.huddling]
		# How much nearby players increase the ambient temperature by.
		# Note that this value stacks!
		#Range: -1000.0 ~ 1000.0
		"Player Huddling Modifier" = 0.5
		# The radius, in blocks, around which players will add to each other's temperature.
		#Range: 0 ~ 10
		"Player Huddling Radius" = 1

	[temperature.biomes]
		# How much a biome's temperature effects are multiplied.
		#Range: 0.0 ~ 1000.0
		"Biome Temperature Multiplier" = 18.0
		# Whether biomes will have an effect on a player's temperature.
		"Biomes affect Temperature" = true
		# How much hot biome's dryness will make nights really cold.
		# Affects only dry (minecraft down fall <0.2) and hot biome.
		# 1 means no dryness effect; 0.5 means the biome temp will be divided by 2 at the middle of the night.
		#Range: 0.0 ~ 1.0
		"Biome's Dryness Multiplier" = 0.2

	# The underground effect starts apply at Start Distance to the world surface.
	# The underground effect will linearly apply a multiplier on the biome temperature, and averages the time and season temperature effects.
	[temperature.underground]
		# How much a biomes temperature effects are multiplied when player is underground
		#Range: 0.0 ~ 1000.0
		"Underground Biome Temperature Multiplier" = 0.8
		# Distance to the World Surface where underground effect will start to be applied.
		# Smaller distance, no underground effect are applied.
		#Range: 0 ~ 400
		"Start Distance To World Surface For Underground Effect" = 10
		# Distance to the World Surface where underground effect will be maximal.
		# Bigger distance, the underground effect is maximal. Between the Start and End Distance, the increase of underground effect is linear.
		#Range: 0 ~ 400
		"End Distance To World Surface For Underground Effect" = 16

	[temperature.weather]
		# How much of an effect rain has on temperature.
		# It means that for a value of -2, the body temperature of the player is reduced by 2.
		#Range: -1000.0 ~ 1000.0
		"Rain Temperature Modifier" = -2.0
		# How much of an effect snow has on temperature.
		# It means that for a value of -6, the body temperature of the player is reduced by 6.
		#Range: -1000.0 ~ 1000.0
		"Snow Temperature Modifier" = -6.0

	# Freeze effect increases while inside snow powder.
	[temperature.freeze]
		# How much of an effect freeze has on temperature when reaching maximum tick time. Starts at 0 and increases linearly.
		#Range: -1000.0 ~ 1000.0
		"Max Freeze Temperature Modifier" = -10.0
		# How long in tick before freeze modifier reaches its maximum effect.
		#Range: 0 ~ 100000
		"Max Freeze Effect Tick" = 400

	[temperature.time]
		# How much Time has effect on Temperature.
		# Maximum effect at noon (positive) and midnight (negative), following a sinusoidal
		#Range: 0.0 ~ Infinity
		"Time Based Temperature Modifier" = 2.0
		# How strongly time in extreme temperature biomes affect player's temperature.
		# Extreme temperature biomes (like snowy taiga, deserts, ...) will multiply the time based temperature by this value, while temperate biome won't be affected by this value, following a linear.
		#Range: 1.0 ~ Infinity
		"Biome Time Multiplier" = 1.75
		# Staying in the shade or during cloudy weather will reduce player's temperature by this amount based on time of the day (maximum effect at noon, following sinusoidal).
		# It means that for a value of -6, the body temperature of the player is reduced by 6.
		# Only effective when reaching the threshold and during day time!
		#Range: -1000.0 ~ 1000.0
		"Shade Time Modifier" = -6.0
		# Defines when the biome temperature added by the season temperature (if seasons mod loaded) will trigger a shade effect.
		#Range: 0.0 ~ 10000.0
		"Shade Time Modifier Threshold" = 9.0

	# Temperature coat adds temperature effects on armors by using the sewing table.
	# Adaptive means the coating will maintain the player's temperature temperate.
	[temperature.coat]

		# Add a heating resistance on armors.
		[temperature.coat.heating]
			#Range: 0.0 ~ 1000.0
			"Heating Coat I" = 2.0
			#Range: 0.0 ~ 1000.0
			"Heating Coat II" = 3.0
			#Range: 0.0 ~ 1000.0
			"Heating Coat III" = 4.0

		# Add a cooling resistance on armors.
		[temperature.coat.cooling]
			#Range: 0.0 ~ 1000.0
			"Cooling Coat I" = 2.0
			#Range: 0.0 ~ 1000.0
			"Cooling Coat II" = 3.0
			#Range: 0.0 ~ 1000.0
			"Cooling Coat III" = 4.0

		# Add a temperature resistance on armors that can both heat and cool the player.
		[temperature.coat.thermal]
			#Range: 0.0 ~ 1000.0
			"Thermal Coat I" = 2.0
			#Range: 0.0 ~ 1000.0
			"Thermal Coat II" = 3.0
			#Range: 0.0 ~ 1000.0
			"Thermal Coat III" = 4.0

	[temperature.advanced]
		# Maximum influence distance, in blocks, where thermal sources will have an effect on temperature.
		#Range: 1 ~ 40
		"Temperature Influence Maximum Distance" = 20
		# How strongly influence distance above the player is reduced for thermal sources to have an effect on temperature.
		# Example max dist is 10, up mult is 0.75 -> max distance is 10 * 0.75 = 7.5 blocks above the player.
		# Logic is that heat goes up, the strength of the heat source above the player is decreased faster with distance.
		#Range: 0.0 ~ 1.0
		"Temperature Influence Up Distance Multiplier" = 0.75
		# How strongly influence distance outside a structure is reduced for thermal sources to have an effect on temperature.
		# The outside maximum distance is defined as the maximum distance * this value
		#Range: 0.0 ~ 1.0
		"Temperature Influence Outside Distance Multiplier" = 0.5

		# The player's temperature will be adjusted at each temperature tick time,
		# by an amount of temperature defined between the minimum and the maximum temperature modification adjusted linearly.
		[temperature.advanced.temperature-modification]
			# Amount of time in ticks between 2 player temperature modification. The bigger is this value, the more time it takes between temperature adjustments.
			#Range: > 5
			"Temperature Tick Time" = 20
			# Maximum amount of temperature the player's temperature can be modified at each temperature tick time.
			# Correspond to the amount of temperature given when temperature difference is maximum, meaning 40.
			#Range: 0.1 ~ 2.147483647E9
			"Maximum Temperature Modification" = 1.0
			# Minimum amount of temperature the player's temperature can be modified at each temperature tick time.
			# Correspond to the amount of temperature given when there is no temperature difference
			#Range: 0.1 ~ 2.147483647E9
			"Minimum Temperature Modification" = 0.2

	[temperature.integration]

		# If TerraFirmaCraft is installed, then biome, time, season (if serene seasons installed) and altitude modifiers will be disabled, and TerraFirmaCraft calculation used instead.
		# All other modifiers remain to calculate Player temperature.
		[temperature.integration.terrafirmacraft]
			# How much the heat of the item provided by TerraFirmaCraft is multiplied. 0 deactivates the impact on temperature.
			#Range: 0.0 ~ 1000.0
			"TerraFirmaCraft Item Heat Multiplier" = 0.01
			# How much the temperature given from TerraFirmaCraft is multiplied. 0 deactivates the impact on temperature.
			#Range: 0.0 ~ 1000.0
			"TerraFirmaCraft Temperature Multiplier" = 1.0

		[temperature.integration.serene-seasons]
			# If Serene Seasons is installed, whether the seasons have an effect on the player's temperature.
			"Serene Seasons Enabled" = true
			# If the tropical seasons are disabled, the normal summer-autumn-winter-spring seasons are applied.
			# If disabled, dry and wet seasons are applied for hot biomes.
			"Tropical Seasons Enabled" = false
			# If season cards are enabled, season cards will appear at every season changes.
			"Season Cards Enabled" = false
			# If default season is enabled, when serene season defines no season effect in a biome, the normal season temperature will be applied.
			# If disabled, when serene season defines no season effects, no season temperature will be applied.
			"Default Season Enabled" = true

			# Temperature modifiers per season in temperate biomes. The value is reached at the middle of the sub season, and smoothly transition from one to another.
			[temperature.integration.serene-seasons.temperate]

				[temperature.integration.serene-seasons.temperate.spring]
					#Range: -1000.0 ~ 1000.0
					"Early Spring Modifier" = -3.0
					#Range: -1000.0 ~ 1000.0
					"Mid Spring Modifier" = 0.0
					#Range: -1000.0 ~ 1000.0
					"Late Spring Modifier" = 3.0

				[temperature.integration.serene-seasons.temperate.summer]
					#Range: -1000.0 ~ 1000.0
					"Early Summer Modifier" = 6.0
					#Range: -1000.0 ~ 1000.0
					"Mid Summer Modifier" = 10.0
					#Range: -1000.0 ~ 1000.0
					"Late Summer Modifier" = 6.0

				[temperature.integration.serene-seasons.temperate.autumn]
					#Range: -1000.0 ~ 1000.0
					"Early Autumn Modifier" = 3.0
					#Range: -1000.0 ~ 1000.0
					"Mid Autumn Modifier" = 0.0
					#Range: -1000.0 ~ 1000.0
					"Late Autumn Modifier" = -3.0

				[temperature.integration.serene-seasons.temperate.winter]
					#Range: -1000.0 ~ 1000.0
					"Early Winter Modifier" = -7.0
					#Range: -1000.0 ~ 1000.0
					"Mid Winter Modifier" = -12.0
					#Range: -1000.0 ~ 1000.0
					"Late Winter Modifier" = -7.0

			# Temperature modifiers per season in tropical biomes.
			[temperature.integration.serene-seasons.tropical]

				[temperature.integration.serene-seasons.tropical.wet-season]
					#Range: -1000.0 ~ 1000.0
					"Early Wet Season Modifier" = -1.0
					#Range: -1000.0 ~ 1000.0
					"Mid Wet Season Modifier" = -5.0
					#Range: -1000.0 ~ 1000.0
					"Late Wet Season Modifier" = -1.0

				[temperature.integration.serene-seasons.tropical.dry-season]
					#Range: -1000.0 ~ 1000.0
					"Early Dry Season Modifier" = 3.0
					#Range: -1000.0 ~ 1000.0
					"Mid Dry Season Modifier" = 7.0
					#Range: -1000.0 ~ 1000.0
					"Late Dry Season Modifier" = 3.0

		[temperature.integration.ecliptic-seasons]
			# If Ecliptic Seasons is installed, whether the seasons have an effect on the player's temperature.
			"Ecliptic Seasons Enabled" = true

			# Temperature modifiers per season. Each season is subdivided in 6 sub seasons. The value is reached at the middle of the sub season, and smoothly transition from one to another.
			[temperature.integration.ecliptic-seasons.temperature]
				"Spring Modifier" = [-10.0, -7.0, -5.0, -3.0, -1.0, 0.0]
				"Summer Modifier" = [1.0, 3.0, 5.0, 7.0, 9.0, 10.0]
				"Autumn Modifier" = [9.0, 7.0, 5.0, 3.0, 1.0, 0.0]
				"Winter Modifier" = [-1.0, -3.0, -5.0, -7.0, -10.0, -12.0]

# Options related to thirst feature
[thirst]
	# If enabled, players will take damage from the complete dehydration.
	"Dangerous Dehydration" = true
	# If enabled, each time the player receives a thirst effect, its duration will be added to the thirst effect duration if already on the player.
	"Cumulative Thirst Effect Duration" = true
	# Scaling of the damages dealt when completely dehydrated. Each tick damage will be increased by this value.
	#Range: 0.0 ~ 1000.0
	"Dehydration Damage Scaling" = 0.3
	# How much thirst exhaustion will be added every 50 ticks when the player suffers from non amplified Thirst Effect.
	# The player will suffer Thirst Effect from dirty water for example.
	#Range: 0.0 ~ 1000.0
	"Thirst Effect Modifier" = 0.25

	[thirst.exhaustion]
		# Hydration exhausted every 10 ticks.
		#Range: 0.0 ~ 1000.0
		"Base Hydration Exhaustion" = 0.03
		# Hydration exhausted when sprinting, replacing the base hydration exhausted.
		#Range: 0.0 ~ 1000.0
		"Sprinting Hydration Exhaustion" = 0.1
		# Hydration exhausted on every jump.
		#Range: 0.0 ~ 1000.0
		"On Jump Hydration Exhaustion" = 0.15
		# Hydration exhausted on every block break.
		#Range: 0.0 ~ 1000.0
		"On Block Break Hydration Exhaustion" = 0.07
		# Hydration exhausted on every attack.
		#Range: 0.0 ~ 1000.0
		"On Attack Hydration Exhaustion" = 0.3

	[thirst.canteen]
		# If enabled, the player can water himself by using the canteen while crouching.
		# This will increase the player wetness and remove fire.
		"Self Watering Canteen Enabled" = true
		# If Self Watering Canteen and Wetness are enabled, defines how much wetness is added to the player.
		# Set this value to 0 to have no wetness added. By default, the maximum wetness is 400.
		#Range: 0 ~ 10000
		"Self Watering Canteen Wetness" = 400
		# Capacity of the canteen used to store water.
		#Range: 0 ~ 1000
		"Canteen Capacity" = 10
		# Capacity of the large canteen used to store water.
		#Range: 0 ~ 1000
		"Large Canteen Capacity" = 20
		# Allow override of purified water stored in canteen with normal water.
		"Allow Override Purified Water" = true

	# Allows drinking from lava. Can be used as bauble.
	[thirst.nether_chalice]
		# Amount of hydration recovered when drinking from lava.
		#Range: 0 ~ 20
		"Lava Hydration" = 6
		# Amount of saturation recovered when drinking from lava.
		#Range: 0.0 ~ 20.0
		"Lava Saturation" = 4.0

	[thirst.juices]
		# Whether the player retrieves a glass bottle after drinking a juice.
		"Glass Bottle Loot After Drinking A Juice" = true

	[thirst.integration]

		[thirst.integration.origins]

			# Temperature won't increase while on fire
			# Immune to wetness
			# Can drink lava
			[thirst.integration.origins.blazeborn]
				# Amount of hydration recovered when drinking from lava.
				#Range: 0 ~ 20
				"Lava Hydration For Blazeborn" = 3
				# Amount of saturation recovered when drinking from lava.
				#Range: 0.0 ~ 20.0
				"Lava Saturation For Blazeborn" = 1.0

			# Thirst depletes slightly faster
			[thirst.integration.origins.shulk]
				# Amount of thirst exhaustion added every 20 ticks.
				#Range: 0.0 ~ 1000.0
				"Extra Thirst Exhaustion For Shulk" = 0.1

			# Thirst depletes slightly faster
			[thirst.integration.origins.phantom]
				# Amount of thirst exhaustion added every 20 ticks.
				#Range: 0.0 ~ 1000.0
				"Extra Thirst Exhaustion For Phantom" = 0.1

		[thirst.integration.vampirism]
			# If Vampirism is installed and if thirst enabled while being a vampire, keep the thirst system in addition to the vampiric one.
			# If disabled, the thirst system will be disabled for vampires.
			"Thirst Enabled If Vampire" = false

# Options related to health overhaul
[health-overhaul]
	# How much of Additional Health a player can accumulate. 2 Heath means a full heart.
	#Range: 0.0 ~ 10000.0
	"Maximum Additional Health" = 20.0

	[health-overhaul.shield-health]
		# How much of Shield Health a player can accumulate. 2 Shield Heath means a full shield.
		# Shield Health are lost when the player suffers damages and can't regenerate. Works similarly as the Minecraft Absorption.
		#Range: 1.0 ~ 10000.0
		"Maximum Shield Health" = 20.0
		# Override the absorption effect by a shield health increase of 2.
		# The absorption is typically given by the Golden Apple.
		"Absorption Effect Override" = true

	[health-overhaul.heart-loss]
		# The number of Hearts lost on death.
		#Range: 0 ~ 10000
		"Hearts Lost On Death" = 0
		# The number of Hearts below which player can't lose hearts upon death.
		# The hearts below this limit are de facto Permanent Hearts.
		#Range: 1 ~ 10000
		"Permanent Hearts" = 10

	[health-overhaul.broken-hearts]
		# Broken Hearts are an interaction with the localized body damage feature. Enables both feature to have it.
		# Broken Hearts are lost hearts when a player's limb is severely injured and it can be recovered by healing the injured limb.
		# The Resilient Hearts is the number of heart below which Broken Hearts can no longer be added.
		# By default, the player has 2 resilient heart, meaning no matter the amount of broken hearts, the player won't go below 2 hearts.
		#Range: 1 ~ 10000
		"Minimum Amount Of Player's Heart With Broken Hearts (Broken Heart Resilience)" = 6
		# Amount of Broken Hearts added per limbs fully injured.
		#Range: 0.0 ~ 10000.0
		"Added Broken Hearts Per Injured Limb" = 4.0
		# How broken hearts inflicted per injured limbs are calculated. The total amount will be round down to have an integer amount of broken hearts.
		# For example, if the amount per injured limb is 0.1 with mode Player Dynamic and the player has 3 limbs injured, the total amount is 3 * (0.1 * 20), 20 being the default player max health, so 6 broken hearts will be inflicted.
		# Accepted values are as follows:
		#   SIMPLE - The broken heart amount is a fixed value defined in Broken Hearts Per Injured Limb.
		#   PLAYER_DYNAMIC - The broken heart amount is a percentage value of the player max health using the percentage value defined in Broken Hearts Per Injured Limb.
		#   LIMB_DYNAMIC - The broken heart amount is a percentage value of the injured limb max health using the percentage value defined in Broken Hearts Per Injured Limb.
		# Any other value will default to SIMPLE.
		#Allowed Values: SIMPLE, PLAYER_DYNAMIC, LIMB_DYNAMIC
		"Broken Hearts Per Injured Limb Mode" = "PLAYER_DYNAMIC"

# Options related to localized body damage
# The damageSourceBodyParts.json allows you to define for specific damage source, the damage spread across specified body parts.
# The damage distribution can either be ONE_OF or ALL. ALL means the damage are equally divided across all body parts.
[body-damage]
	# Multiply the damage taken by the player when shot in the head without helmet.
	#Range: 1.0 ~ 1000.0
	"Headshot Multiplier" = 2.0
	# How much of the hurt player's damage is assigned to the body parts.
	#Range: 0.0 ~ 1000.0
	"Body Damage Multiplier" = 1.0
	# How much health ratio are recovered in all body parts from bed sleeping.
	#Range: 0.0 ~ 1.0
	"Body Part Health Ratio Recovered" = 1.0
	# How much health ratio are recovered from bed sleeping.
	#Range: 0.0 ~ 1.0
	"Health Ratio Recovered" = 1.0
	# How much food is exhausted when a limb regenerates based on the amount of health regenerated.
	# For each 1 health regenerated, the food is exhausted by this value.
	#Range: 0.0 ~ 1000.0
	"Body Healing Food Exhaustion" = 0.5
	# The hunger bar won't drop below this value while body is healing.
	# Each hunger icon has a value of 2 in the hunger bar.
	#Range: 0 ~ 1000
	"Minimum Food On Body Healing" = 0
	# How long in ticks is the Addiction Effect lasting. 0 deactivates the feature.
	# The Addiction Effect prevents you from re-using the morphine item.
	#Range: 0 ~ 100000
	"Painkiller Addiction Duration" = 3600

	[body-damage.healing-limbs]

		[body-damage.healing-limbs.passive-regeneration]
			# The limbs will be healed when the player is at max health.
			" Passive Limb Regeneration On Full Health" = true
			# The limbs will be healed when the player is under one of the mentioned effect, the most damaged limb first.
			"Passive Limb Regeneration On Effects" = ["minecraft:regeneration"]
			# Whether the amplification of the effect increase the limb regeneration speed.
			# The speed increase follows the same logic as the Regeneration Effect Amplification :
			#    Amplifier 1 -> tick timer /2, Amplifier 2 -> tick timer /4, ...
			"Passive Limb Regeneration Amplification Enabled" = true
			# Amount of limb health regenerated, the most damaged limb first.
			#Range: 0.0 ~ 1000.0
			"Passive Limb Health Regenerated" = 0.5
			# How fast in ticks the limbs regenerate passively. 20 ticks = 1s
			#Range: 0 ~ 10000
			"Passive Limb Regeneration Tick Timer" = 200

		[body-damage.healing-limbs.proportional-regeneration]
			# Minimum health threshold (as ratio of max health minus broken hearts) to start regenerating limbs.
			#Range: 0.0 ~ 1.0
			"Proportional Limb Regen Min Threshold" = 0.5
			# Minimum limb heal value per tick rate when at min threshold. Spread proportionally across all body parts.
			#Range: 0.0 ~ 1000.0
			"Proportional Limb Regen Min Heal Value" = 0.0
			# Maximum limb heal value per tick rate when at full health. Spread proportionally across all body parts.
			#Range: 0.0 ~ 1000.0
			"Proportional Limb Regen Max Heal Value" = 4.0
			# How often in ticks the proportional regeneration occurs. 20 ticks = 1s
			#Range: 1 ~ 10000
			"Proportional Limb Regen Tick Rate" = 100
			# Rate at which healing increases from min to max. 1.0 = linear, >1 = exponential.
			#Range: 0.1 ~ 10.0
			"Proportional Limb Regen Increase Rate" = 1.0

		[body-damage.healing-limbs.custom-health-regen]
			# Enable custom health regeneration when natural regen is off. Consumes saturation and hunger.
			"Custom Health Regen Enabled" = true
			# Amount of health to regenerate per tick rate.
			#Range: 0.0 ~ 1000.0
			"Custom Health Regen Rate" = 1.0
			# How often in ticks health regenerates. 20 ticks = 1s
			#Range: 1 ~ 10000
			"Custom Health Regen Tick Rate" = 200
			# Food exhaustion per health point regenerated.
			#Range: 0.0 ~ 100.0
			"Custom Health Regen Food Exhaustion" = 6.0

		# The First Aid Supplies overrides the passive limb regeneration as its effects is meant to be stronger.
		[body-damage.healing-limbs.first-aid-supplies]
			# The First Aid Supplies regenerate limb health passively, either by holding it or using Curios mod, the most damaged limb first.
			#Range: 0.0 ~ 1000.0
			"First Aid Supplies Limb Health Regenerated" = 0.25
			# How a player's limb health regenerated is defined. Accepted values are as follows:
			#   SIMPLE - The limb health regenerated is a fixed value defined in First Aid Supplies Limb Health Regenerated.
			#   PLAYER_DYNAMIC - The limb health regenerated is a percentage value of the player max health using the percentage value defined in First Aid Supplies Limb Health Regenerated.
			#   LIMB_DYNAMIC - The limb health regenerated is a percentage value of the limb max health using the percentage value defined in First Aid Supplies Limb Health Regenerated.
			# Any other value will default to SIMPLE.
			#Allowed Values: SIMPLE, PLAYER_DYNAMIC, LIMB_DYNAMIC
			"First Aid Supplies Limb Regeneration Mode" = "LIMB_DYNAMIC"
			# Whether the exceeded limb health regenerated will heal the next most damaged limb.
			# Only available for Regeneration Mode SIMPLE or PLAYER_DYNAMIC.
			"First Aid Supplies Healing Overflow" = false
			# How fast in ticks the First Aid Supplies will heal limbs. 20 ticks = 1s
			#Range: 0 ~ 10000
			"First Aid Supplies Tick Timer" = 300
			# Whether the First Aid Supplies exhaust food when healing limbs, such as the other healing items.
			"First Aid Supplies Exhausts Food" = true
			# The First Aid Supplies will heal limbs faster when the player is under one of the mentioned effect.
			"First Aid Supplies Boosted On Effects" = ["minecraft:regeneration"]
			# How much the First Aid Supplies tick timer is multiplied when boosted. 
			# A value of 1 would deactivate the speed boost. 0.5 makes the heal twice faster.
			#Range: 0.1 ~ 1.0
			"First Aid Supplies Tick Timer Multiplier" = 0.75

		[body-damage.healing-limbs.healing-items]
			# Amount of player health regenerated by the Recovery Effect every effect tick.
			# For comparison, the Regeneration Effect healing amount is 1.
			#Range: 0.0 ~ 1000.0
			"Recovery Effect Healing Amount" = 0.1
			# Item use time in ticks.
			#Range: 0 ~ 1000
			"Healing Herbs Use Time" = 20
			# Item use time in ticks.
			#Range: 0 ~ 1000
			"Plaster Use Time" = 20
			# Item use time in ticks.
			#Range: 0 ~ 1000
			"Bandage Use Time" = 30
			# Item use time in ticks.
			#Range: 0 ~ 1000
			"Tonic Use Time" = 50
			# Item use time in ticks.
			#Range: 0 ~ 1000
			"Medkit Use Time" = 50

		[body-damage.healing-limbs.morphine]
			# Item use time in ticks.
			#Range: 0 ~ 1000
			"Morphine Use Time" = 30
			# Painkiller effect duration in ticks. This effect prevents the player to be affected by broken limbs effects.
			#Range: 0 ~ 10000
			"Morphine Painkiller Duration" = 1800

	[body-damage.body-parts-health]
		# How a player's body part health is determined. Accepted values are as follows:
		#   SIMPLE - Body parts will have initial fixed values. The body parts health define the health value.
		#       In this case, if the 'headPartHeath = 10', the head will have '10' health.
		#   DYNAMIC - Body parts will have dynamic values based on the player's max health. In this case, the body parts health is a multiplier of the player's max health.
		#       In this case, if the 'headPartHeath = 0.3', the head will have '0.3' * 'player max health' health.
		# Any other value will default to SIMPLE.
		#Allowed Values: SIMPLE, DYNAMIC
		"Body Part Health Mode" = "DYNAMIC"
		#Range: 0.0 ~ 1000.0
		"Head Part Health" = 0.4
		# Both arms will have this health.
		#Range: 0.0 ~ 1000.0
		"Arms Part Health" = 0.4
		#Range: 0.0 ~ 1000.0
		"Chest Part Health" = 0.6
		# Both legs will have this health.
		#Range: 0.0 ~ 1000.0
		"Legs Part Health" = 0.6
		# Both feet will have this health.
		#Range: 0.0 ~ 1000.0
		"Feet Part Health" = 0.4

	[body-damage.body-parts-effects]

		# Each effect, threshold and amplifier lists must have the same number of items.
		# The first effect will be triggered with the first amplifier value when the first threshold is reach.
		[body-damage.body-parts-effects.head]
			# The list of effects that will be triggered when the head is damaged by the percentage of remaining head health defined in the thresholds.
			"Head Part Effects" = ["legendarysurvivaloverhaul:headache"]
			# The list of amplifiers the effect will have.
			# 0 means the basic effect, 1 means the effect is amplified once.
			"Head Part Effect Amplifiers" = [0]
			# The list of thresholds for which each effect will be triggered. A threshold is a percentage of remaining head health.
			# 0 means the head is fully damaged.
			"Head Part Effect Thresholds" = [0.2]

		[body-damage.body-parts-effects.arms]
			"Arms Part Effects" = ["minecraft:mining_fatigue"]
			"Arms Part Effect Amplifiers" = [0]
			"Arms Part Effect Thresholds" = [0.2]
			# These effects will be triggered when both arms reach the thresholds.
			# If a same effect is used with a higher amplifier, the higher prevails (normal Minecraft behaviour).
			"Both Arms Part Effects" = ["minecraft:weakness"]
			"Both Arms Part Effect Amplifiers" = [0]
			"Both Arms Part Effect Thresholds" = [0.2]

		[body-damage.body-parts-effects.chest]
			"Chest Part Effects" = ["legendarysurvivaloverhaul:vulnerability"]
			"Chest Part Effect Amplifier" = [0]
			"Chest Part Effect Thresholds" = [0.2]

		[body-damage.body-parts-effects.legs]
			"Legs Part Effects" = ["legendarysurvivaloverhaul:hard_falling"]
			"Legs Part Effect Amplifiers" = [0]
			"Legs Part Effect Thresholds" = [0.2]
			"Both Legs Part Effects" = ["legendarysurvivaloverhaul:hard_falling"]
			"Both Legs Part Effect Amplifiers" = [1]
			"Both Legs Part Effect Thresholds" = [0.2]

		[body-damage.body-parts-effects.feet]
			"Feet Part Effects" = ["minecraft:slowness"]
			"Feet Part Effect Amplifiers" = [0]
			"Feet Part Effect Thresholds" = [0.2]
			"Both Feet Part Effects" = ["minecraft:slowness"]
			"Both Feet Part Effect Amplifiers" = [1]
			"Both Feet Part Effect Thresholds" = [0.2]

	[body-damage.integration]

		[body-damage.integration.meds_and_herbs]
			# Painkiller Addiction effect prevents the abusive usage of Painkiller effect that prevents all negative effects from limbs.
			# Syringe Morphine share the same configuration as Morphine item
			"Syringe Morphine Apply Painkiller Addiction" = true

