
[Season]
	#The duration of a single Solar Term in Minecraft days.
	#Logic: 1 Year = 4 Seasons | 1 Season = 6 Solar Terms.
	#Range: 1 ~ 5000
	LastingDaysOfEachTerm = 7
	#The index of the Solar Term when the world is first created (1-24).
	#Range: 1 ~ 24
	InitialSolarTermIndex = 4
	#Display a chat message whenever the Solar Term changes.
	EnableInform = true
	#Include a custom icon in the change notification for better visibility.
	EnableInformIcon = true
	#Synchronize the in-game calendar and seasonal data with the server/client local time.
	EnableLocalInfoAndCalendar = false
	#Show a tooltip or message if a calendar item cannot be placed in the current location.
	CalendarItemHint = false
	#Adjust daylight duration based on the time of year (longer in Summer, shorter in Winter).
	DynamicDaylightDuration = true
	#List of dimension IDs where seasonal effects should be active.
	ValidDimensions = ["minecraft:overworld"]
	#Daylight length in Ticks for each of the 6 Solar Terms in Spring.
	SpringDayTimes = [10500, 11000, 11500, 12000, 12500, 13000]
	#Daylight length in Ticks for each of the 6 Solar Terms in Summer.
	SummerDayTimes = [13500, 14000, 14500, 15000, 14500, 14000]
	#Daylight length in Ticks for each of the 6 Solar Terms in Autumn.
	AutumnDayTimes = [13500, 13000, 12500, 12000, 11500, 11000]
	#Daylight length in Ticks for each of the 6 Solar Terms in Winter.
	WinterDayTimes = [10500, 10000, 9500, 9000, 9500, 10000]
	#Default daylight length in Ticks when no seasonal effects are active.
	NoneDayTimes = [12000]
	#Introduces random yearly variations to the snowfall date for unpredictability.
	DynamicSnowTerm = false
	#Sync in-game seasons with the real-world date.
	#Warning: May cause day-counter or calendar conflicts with other mods.
	RealWorldSolarTerms = false

[Weather]
	#Enable localized weather patterns where rain or sun is determined per-biome.
	UseSolarWeather = true
	#Disable rain/snow in biomes with no natural precipitation (e.g., Deserts).
	NotRainInDesert = true
	#Force initialize weather and snow states when the mod or world is first loaded.
	ShouldInitWeather = false
	#Adjust the overall frequency of rain.
	#Range: 0 ~ 1000
	RainChancePercentMultiplier = 40
	#Adjust the overall frequency of thunder.
	#Range: 0 ~ 1000
	ThunderChancePercentMultiplier = 20
	#Adjusts the spread rate of atmospheric snow overlays across the ground.
	#Range: 0.0 ~ 20.0
	SnowAccumulationSpeedMultiplier = 1.0
	#Adjusts the recession speed of atmospheric snow overlays during warmer periods.
	#Range: 0.0 ~ 20.0
	SnowMeltSpeedMultiplier = 1.0
	#Automatically reset weather to clear after the player wakes up from a bed.
	ClearAfterSleep = false

#This module governs how seasonal temperature shifts affect the physical world and the player.
[Temperature]
	#Allow accumulated snow layers and ice to melt as the temperature rises.
	IceAndSnowMelt = false
	#Allow natural snowfall and snow accumulation during cold periods.
	IceAndSnow = false
	#If enabled, water in frozen biomes follows vanilla behavior and turns into ice.
	WaterFreezesInFrozenBiomes = true
	#Prevents physical snow from melting in naturally snowy biomes, even during hot seasons.
	SnowKeepInSnowyBiomes = true
	#Apply a 'Heatstroke' status effect if players stay in hot biomes during Summer noon.
	HeatStroke = true

[Crop]
	#Restrict plant growth based on their compatible seasons or humidity.
	EnableSeasonalCrop = true
	#Restrict plant growth based on local soil/environmental humidity.
	EnableCropHumidityControl = true
	#Smooths out humidity changes between different areas or time periods.
	CropHumidityTransition = true
	#Show a message if bone meal fails to work due to incorrect season or humidity.
	BoneMealFailureMessage = true
	#Consume the bone meal item even if the growth attempt fails.
	BoneMealConsumeOnFailure = true
	#The horizontal detection radius for the Greenhouse.
	#Range: 5 ~ 256
	GreenHouseMaxDiameter = 32
	#The vertical detection height for the Greenhouse.
	#Range: 3 ~ 128
	GreenHouseMaxHeight = 10
	#Probability (per tick) that greenhouse crops fail to grow due to low light levels.
	#Range: 0 ~ 10000
	LowLightGreenhouseFailChance = 2000
	#Simplifies greenhouse logic, removing the need for core blocks or humidity modifiers.
	SimpleGreenHouseMode = false
	#If true, the Humidifier block will not consume resources during operation.
	NoCostHumidifier = false
	#The effective radius of the 'Season Core' block.
	#Range: 4 ~ 31
	SeasonCoreRange = 15
	#Enables more precise shape detection for greenhouse structures.
	ComplexGreenHouseCheck = true
	#Use Manhattan distance (square) instead of Euclidean (circle) for greenhouse range.
	UseBoxDistance = true
	#[Deprecated] Use default seasonal/humidity values for unregistered crops.
	RegisterCropDefaultValue = false
	#Force all plants to follow growth rules, even those without specific mod tags.
	ForceCompatMode = true
	#Saves local humidity data to chunk files for persistent tracking.
	SaveChunkEnvironmentalHumidity = true
	#Adjusts the power of the Seasonal Prayer Ritual. Higher values result in lower bonuses.
	#Range: > 5
	SeasonalPrayerRitualCropBonusReduction = 500
	#The duration required for the Prayer Ritual (relative to one Solar Term).
	#Range: 1.0E-5 ~ 5000.0
	SeasonalPrayerRitualTimeCost = 2.0

[Animal]
	#Limit animal breeding to their natural, compatible seasons.
	EnableSeasonalBreed = false
	#Restrict breeding to specific hours of the day.
	EnableTimeBreed = false
	#Bees become inactive during cold seasons and active during warm ones.
	EnableSeasonalBee = false
	#List of seasons where bees are allowed to pollinate plants.
	#Default: [SPRING]
	BeePollinateSeasons = ["SPRING"]
	#List of seasons where bees will leave the hive to fly around.
	#Default: [SPRING, SUMMER, AUTUMN]
	BeeActiveSeasons = ["SPRING", "SUMMER", "AUTUMN"]
	#Modify fishing mechanics based on the current season (e.g., Summer bonuses).
	EnableSeasonalFishing = false
	#List of seasons where fishing is most effective.
	#Default: [SUMMER]
	FishingSeasons = ["SUMMER"]
	#Decrease the bite rate significantly during active thunderstorms.
	LessFishInThunder = false
	#Allow the Season Core to provide breeding bonuses to animals without a greenhouse.
	SeasonCoreAffectsAnimals = true

[Map]
	#Synchronize map colors to reflect atmospheric snow overlays.
	ChangeMapColor = true

#Snow overlays are visual, atmospheric effects and are distinct from physical snow blocks.
[Snow]
	#Controls atmospheric snow overlays during cold weather. Visual snow gradually covers solid blocks and grass, even in warmer biomes.
	SnowyWinter = true
	#Apply frost and snow overlays to the undersides of leaves and tree branches.
	SnowyTree = true
	#Prevents snow overlays from building up near blocks that emit significant light.
	NotSnowyNearGlowingBlock = true
	#The minimum light level required to prevent snow accumulation.
	#Range: 1 ~ 15
	NotSnowyNearGlowingBlockLevel = 10
	#List of Block IDs that will never be covered by snow overlays.
	ForceBlocksNotSnowy = []
	#Set custom snow-line altitudes for biomes (e.g., ["#c:is_cold", 200]).
	BiomeSnowLines = []
	#Track snow based on exact world coordinates (allows for localized snow clearing).
	SnowInWorld = false
	#(SnowInWorld) Sync chunk snow overlay states immediately when they are loaded.
	ForceSnowyChunkUpdate = true
	#(SnowInWorld) Only force chunk snow overlays sync when the weather is warm enough for snow to melt.
	ForceChunkUpdateOnlyWhenMelt = false
	#(SnowInWorld) Render snow overlays on the sides of blocks located beneath a snow layer block.
	SnowCoverUnderBlocks = true
	#(SnowInWorld) Snow layers have a chance to melt when entities walk over them.
	SnowStepMelt = false

[Compat]
	#Enables compatibility with mods that utilize Serene Seasons' CropTag system.
	SereneSeasonsCropTag = true
	#Excludes saplings from Serene Seasons' seasonal growth restrictions.
	#Set to false to force saplings to follow the same seasonal rules as crops.
	SereneSeasonsCropTagIgnoreSapling = true
	#Automatically assigns humidity requirements to crops based on their Serene Seasons seasonal tags.
	SereneSeasonCropTagBasedHumidity = true
	#A blacklist of Mod IDs whose crops should NOT receive automatic humidity assignments.
	#Example: ["vinery", "meadow"]
	ModsWithoutSereneSeasonBasedHumidity = []
	#Intercepts raw biome precipitation queries to ensure small biomes (like rivers) do not disrupt large-scale weather logic.
	FixBiomePrecipitation = true
	#Determines global weather state based on player locations when external mods bypass our API.
	#This represents the weighted threshold required to trigger a specific weather condition.
	#Range: 0.0 ~ 1.0
	WeatherVotePercent = 0.5

[Debug]
	#Log errors when internal functions are used incorrectly.
	LogIllegalUse = false
	#Prevent snow overlays from rendering under blocks with zero light emission.
	NoSnowyUnderLight0 = false
	#Allow snow overlays to cover light-emitting blocks.
	SnowOverlayGlowingBlock = false
	#Keep chunk extra info in memory (disables the cache cleaner).
	DisableChunkCacheCleaner = false
	#Prevent biome tags from being rebound (may lead to tag overlapping).
	DisableUniqueBiomeTagsRebinding = false
	#Cauldrons will no longer collect snow or ice during winter weather.
	DisableIceOrSnowCauldron = false

[Resource]
	#Enable extra built-in snow definitions resourcepack for game.
	ExtraSnowDefinitions = false
	#Synchronizes weather states across all Overworld biomes, ensuring global rainfall.
	RainTogether = true
	#Synchronizes the snowfall schedule for all Overworld biomes.
	SnowTogether = false
	#Aligns snowfall schedules based on three broad climate zones (Warm, Temperate, and Cold) instead of per-biome.
	RegionalSnowTime = true
	#Enforces original Vanilla temperature and precipitation settings to prevent other mods from creating extreme environmental values.
	VanillaBiomeClimateSettings = true
	#When enabled, rivers are no longer treated as ignored climate zones. This reduces performance overhead but may result in less natural weather transitions near riverbanks.
	NotIgnoreRiver = false

