
[redstone]
	wind_vane = true
	clock_block = true
	redstone_illuminator = true
	crank = true
	cog_block = true
	gold_door = true
	gold_trapdoor = true
	lock_block = true
	relayer = true

	[redstone.speaker_block]
		enabled = true
		#Enable/disable speaker block narrator mode
		narrator_enabled = true
		#Max text
		#Range: 0 ~ 10000
		max_text = 32
		#Maximum block range
		#Range: 0 ~ 100000000
		range = 64

	[redstone.bellows]
		enabled = true
		#bellows pushes air following this equation: 
		#air=(sin(2PI*ticks/period)<0), with period = base_period-(redstone_power-1)*power_scaling 
		#represents base period at 1 power
		#Range: 1 ~ 512
		base_period = 78
		#entities with velocity greater than this won't be pushed
		#Range: 0.0 ~ 16.0
		power_scaling = 2.0
		#velocity increase uses this equation: 
		#vel = base_vel*((range-entity_distance)/range) with base_vel = base_velocity_scaling/period 
		#note that the block will push further the faster it's pulsing
		#Range: 0.0 ~ 64.0
		base_velocity_scaling = 5.0
		#maximum range
		#note that it will still only keep alive the two fire blocks closer to it
		#Range: 0 ~ 16
		range = 5

	[redstone.spring_launcher]
		enabled = true
		#spring launcher launch speed
		#Range: 0.0 ~ 16.0
		velocity = 1.5
		#fall distance needed to trigger the automatic spring launch
		#Range: 0 ~ 512
		fall_height_required = 5

	[redstone.enderman_head]
		enabled = true
		drop_head = true
		#Time to increase 1 power level when being looked at
		#Range: 0 ~ 10000
		ticks_to_increase_power = 15
		#do enderman heads work when looked from any side?
		work_from_any_side = false

	[redstone.turn_table]
		enabled = true
		#can rotate entities standing on it?
		rotate_entities = true
		#Allows turn table to shuffle containers content when rotated over horizontal axis
		shuffle_containers = true

	[redstone.pulley_block]
		enabled = true
		#Chance for a new mineshaft elevator piece to spawn
		#Range: 0.0 ~ 1.0
		mineshaft_elevator = 0.035

	[redstone.dispenser_minecart]
		enabled = true
		#Makes projectiles shot from dispenser minecart retain the minecart velocity and be shot at an angle when the minecart is on a rail slope
		adjust_projectile_angle = true

	[redstone.faucet]
		enabled = true
		#Turn off to prevent faucets from dropping items
		spill_items = true
		#Allows faucets to fill entities inventories
		fill_entities_below = false

	[redstone.crystal_display]
		enabled = true
		#Allows chaining 2 crystal displays, letting one power the other to its left IF its own power exceeds 10. Given power will be its own divided by 10. Note that to work the decimal display must NOT have power directly behind it. Doing so will override the behavior to non chaining mode
		chaining = true

[functional]
	fodder = true
	hourglass = true

	[functional.rope]
		#Allows ropes to be supported & attached to solid block sides
		block_side_attachment = true
		#Makes sliding down ropes as fast as free falling, still negating fall damage
		slide_on_fall = true
		#In case you want to disable supplementaries ropes you can specify here another mod rope and they will be used for rope arrows and in mineshafts instead
		rope_override = "supplementaries:rope"
		#Enables horizontal placement of ropes. Disabling will make ropes always non solid
		horizontal_ropes = true
		#Use this config to turn allow supplementaries to replace all items tagged as #supplementaies:ropes with supplementaries own rope or turn them to air instead. This is applied to all loot tables (chests and drops)
		#Allowed Values: REPLACE, NONE, REMOVE
		replace_in_loot_tables = "NONE"

	[functional.jar]
		enabled = true
		#Jar liquid capacity: leave at 12 for pixel accuracy
		#Range: 0 ~ 1024
		capacity = 12
		#Allow right click to instantly eat or drink food or potions inside a placed jar.
		#Disable if you think this ability is op (honey for example). Cookies are excluded
		drink_from_jar = false
		#Allows the player to directly drink from jar items
		drink_from_jar_item = false
		#Dynamically allows all small mobs inside jars depending on their hitbox size
		jar_auto_detect = false
		#Allow Jars to capture small mobs
		jar_capture = true
		#Allow Jars to hold cookies
		jar_cookies = true
		#Allow Jars to hold liquids from bottles, buckets and bowls
		jar_liquids = true

	[functional.cage]
		enabled = true
		#Allows all entities to be captured by cages and jars. Not meant for survival
		allow_all_mobs = false
		#Allows all baby mobs to be captured by cages
		cage_allow_all_babies = false
		#Dynamically allows all small mobs inside cages depending on their hitbox size
		cage_auto_detect = false
		#Makes it so all (hostile) mobs captured by cages and jars will be set to persistent so they won't despawn when released
		persistent_mobs = false
		#Health percentage under which mobs will be allowed to be captured by cages and jars. Leave at 100 to accept any health level
		#Range: 1 ~ 100
		health_threshold = 100
		#When on, if a mob is tameable, it will only be capturable when tamed.
		require_taming = true

	[functional.safe]
		enabled = true
		#Makes safes only breakable by their owner or by a player in creative
		prevent_breaking = false
		#Make safes simpler so they do not require keys:
		#they will be bound to the first person that opens one and only that person will be able to interact with them
		simple_safes = false

	[functional.sack]
		enabled = true
		#Penalize the player with slowness effect when carrying too many sacks
		sack_penalty = true
		#Maximum number of sacks after which the overencumbered effect will be applied. Each multiple of this number will increase the effect strength by one
		#Range: 0 ~ 50
		sack_increment = 2
		#How many slots should a sack have
		#Range: 1 ~ 27
		slots = 9

	[functional.bamboo_spikes]
		enabled = true
		tipped_spikes = true
		#Allows entities killed by spikes to drop loot as if they were killed by a player
		player_loot = false
		#Alternative mode for bamboo spikes. Allows only harmful effects to be applied on them and they obtain infinite durability
		only_allow_harmful_effects = true
		#Populate the creative inventory with all tipped spikes variations
		populate_creative_tab = true

	[functional.urn]
		enabled = true
		#Chance for an urn to spawn a critter from the urn_spawn tag
		#Range: 0.0 ~ 1.0
		critter_spawn_chance = 0.01
		cave_urns = true

	[functional.soap]
		enabled = true
		#Dyed Bock types that cannot be cleaned with soap
		clean_blacklist = ["minecraft:glazed_terracotta", "botania:mystical_flower", "mna:chimerite_crystal", "botania:floating_flower", ",minecraft:mushroom", "botania:mushroom", "botania:tall_mystical_flower", "botania:petal_block", "morered:network_cable", "xycraft_world:glowing_shiny_aurey_block", "xycraft_world:shiny_aurey_block", "xycraft_world:rgb_lamp", "xycraft_world:glowing_rgb_viewer", "xycraft_world:glowing_matte_rgb_block", "xycraft_world:rgb_lamp_pole"]

		#This is a map of special blocks that can be cleaned with soap
		[functional.soap.special_blocks]
			"quark:dirty_glass" = "minecraft:glass"
			"minecraft:sticky_piston" = "minecraft:piston"
			"quark:dirty_glass_pane" = "minecraft:glass_pane"
			"#alexscaves:cave_paintings" = "alexscaves:smooth_limestone"

	[functional.cannon]
		enabled = true
		#Cannon fire power multiplier
		#Range: 0.0 ~ 5.0
		fire_power = 0.6
		#Time for a cannon to fire a projectile after it has been lit up
		#Range: 0 ~ 500
		fuse_time = 40
		#Time for a cannon to be able to fire again after it has been fired
		#Range: 0 ~ 500
		cooldown = 60
		music_disc_heave_ho = true

		[functional.cannon.cannonball]
			enabled = true
			#Cannonball power scaling. Higher values will make cannonballs have more energy. Reminder that the damage and breaking power of a cannonball is proportional to its energy (speed squared) times this constant
			#Range: 0.0 ~ 100.0
			power_scaling = 3.5
			#Radius of the 'explosion' when a cannonball hits a block. Set to 0 to disable
			#Range: 0.0 ~ 10.0
			break_radius = 1.1

	[functional.present]
		enabled = true
		trapped_present = true

	[functional.flax]
		enabled = true
		wild_flax = true

	[functional.lumisene]
		enabled = true
		#Gives the flammable effext also when merely stepping on lumisene. Turning this off if you think effects are not something that should be applied like that and just by drinking it.
		#Range: 0 ~ 10000
		flammable_from_lumisene_block_duration = 50

		[functional.lumisene.lumisene_bottle]
			#Enables lumisene bottles and the flammable effect and lumisene bottles. Turn off if you think its over the top and doesnt match with existing effects
			enabled = true
			#Duration of the flammable effect when you drink a lumisene bottle
			#Range: 0 ~ 10000
			flammable_duration = 300
			#Duration of the glowing effect when you drink a lumisene bottle
			#Range: 0 ~ 10000
			glowing_duration = 200

[building]
	lapis_bricks = true
	deepslate_lamp = true
	end_stone_lamp = true
	blackstone_lamp = true
	stone_lamp = true
	stone_tile = true
	blackstone_tile = true
	bunting = true
	sconce = true
	sconce_lever = true
	pancake = true
	checker_block = true
	raked_gravel = true
	feather_block = true
	statue = true
	doormat = true
	flint_block = true
	fine_wood = true
	candle_holder = true
	fire_pit = true
	wicker_fence = true

	[building.blackboard]
		enabled = true
		#Enable to draw directly on a blackboard using any dye. Gui still only works in black and white
		colored_blackboard = false
		#Interaction mode for blackboards
		#Allowed Values: BOTH, GUI, MANUAL
		interaction_mode = "BOTH"

	[building.gravel_bricks]
		enabled = true

	[building.slidy_block]
		enabled = true
		#Slidy block speed
		#Range: 0.0 ~ 1.0
		speed = 0.125

	[building.timber_frame]
		enabled = true
		#Allow placing a timber frame directly on a block by holding shift
		swap_on_shift = false
		#Allows axes to remove a framed block leaving the contained block intact
		axes_strip = true
		#Replace a timber frame with wattle and daub block when daub is placed in it
		replace_daub = true

	[building.iron_gate]
		enabled = true
		#Allows two iron gates to be opened simultaneously when on top of the other
		double_opening = true
		#Makes iron (ang gold) gates behave like their door counterpart so for example iron gates will only be openable by redstone
		door-like_gates = false

	[building.item_shelf]
		enabled = true
		#Makes item shelves climbable
		climbable_shelves = false

	[building.sugar_cube]
		enabled = true
		#Makes sugar cubes dissolve in rain
		dissolve_in_rain = true
		#Duration in seconts of speed effect garanted to horses that eat a sugar cube
		#Range: 0 ~ 1000
		horse_speed_duration = 10

	[building.planter]
		enabled = true
		#Makes so saplings that grow in a planter will break it turning into rooted dirt
		broken_by_sapling = false
		#When Farmers Delight is on planter will also act like rich soil and use it in its recipe
		rich_soil_planter = true

	[building.notice_board]
		enabled = true
		#Allows notice boards to accept and display any item, not just maps and books
		allow_any_item = false
		#Enables a GUI for the block. Not needed as the block just holds one item which you can place by clicking on it
		gui = true

	[building.pedestal]
		enabled = true
		#If enabled end crystals placed on a pedestals will provide an enchantment power bonus equivalent to 3 bookshelves
		#Range: 0.0 ~ 100.0
		crystal_enchanting = 3.0

	[building.ash]
		enabled = true
		#Burnable blocks will have a chance to create ash layers when burned. Greater this number the greater the chance will be
		#Range: 0.0 ~ 1.0
		ash_from_fire_chance = 1.0
		#Burning mobs will drop ash when they die
		ash_from_burning_mobs = true
		#Allows rain to wash away ash layers overtime
		rain_wash_ash = true
		#Use a datapack to tweak rarity
		basalt_ash = true

	[building.flag]
		enabled = true
		#Allows right/left clicking on a stick to lower/raise a flag attached to it
		stick_pole = true
		#Maximum allowed pole length
		#Range: 0 ~ 256
		pole_length = 16

	[building.goblet]
		enabled = true
		#Allows drinking from goblets
		allow_drinking = true

	[building.globe]
		enabled = true
		sepia_globe = true

	[building.sign_post]
		enabled = true

		[building.sign_post.way_sign]
			#Entirely disables them from spawning
			enabled = true
			#With this option road signs will display the distance to the structure that they are pointing to
			show_distance_text = true

	[building.daub]
		enabled = true
		wattle_and_daub = true

	[building.ash_bricks]
		enabled = true

	[building.hat_stand]
		enabled = true
		#Allow all items to go on hat stand
		unrestricted = false

	[building.awning]
		enabled = true
		#Allows having slanted awnings. Disabled if you feel its cursed.
		slant = true
		#Allows entities to fall through awnings, when shifting.
		shift_through = true
		#Bouncing angle of slanted awnings
		#Range: 0.0 ~ 90.0
		angle = 69.44395478041653

	[building.flower_box]
		enabled = true
		#Makes so flower boxes can only contain one tall flower item per block
		simple_mode = true

	[building.netherite_doors]
		door = true
		trapdoor = true

[tools]
	candy = true
	stasis = true
	altimeter = true
	confetti_popper = true

	[tools.quiver]
		enabled = true
		#Allows using a quiver without being slowed down
		use_without_slow = true
		#Arrow stacks that can fit inside a quiver. Requires reboot
		#Range: 1 ~ 9
		slots = 6
		#Increase this number to alter the probability for a Skeleton with quiver to spawn. Note that this also depends on local difficulty so you wont ever see them on easy and very rarely on normal. Similar logic to equipment
		#Range: 0.0 ~ 1.0
		quiver_skeleton_spawn_chance = 0.03
		#Allows quiver to only be used when in offhand or in curio slot
		only_works_in_curio = false
		#Arrows you pickup will try to go in a quiver if available provided it has some arrow of the same type
		quiver_pickup = true

	[tools.lunch_basket]
		enabled = true
		#Allows lunch baskets to be placed on the ground
		placeable = true
		#Arrow stacks that can fit inside a lunch basket. Requires reboot
		#Range: 1 ~ 9
		slots = 6

	[tools.slice_map]
		enabled = true
		#Multiplier that will be applied by slice maps to lower their range compared to normal maps
		#Range: 0.0 ~ 1.0
		range_multiplier = 0.25

	[tools.bubble_blower]
		enabled = true
		#Amount of soap consumed per bubble block placed
		#Range: 1 ~ 25
		stasis_cost = 5

		[tools.bubble_blower.bubble_block]
			#Max lifetime of bubble blocks. Set to 10000 to have it infinite
			#Range: 1 ~ 10000
			lifetime = 1200
			#Can bubble break when touched on?
			break_when_touched = true
			#If true feather falling prevents breaking bubbles when stepping on them
			feather_falling_prevents_breaking = true

	[tools.wrench]
		enabled = true
		#Allows wrenches to bypass a block interaction action prioritizing their own when on said hand
		#Allowed Values: MAIN_HAND, OFF_HAND, BOTH, NONE
		bypass_when_on = "MAIN_HAND"

	[tools.rope_arrow]
		enabled = true
		#Max number of rope items allowed to be stored inside a rope arrow
		#Range: 1 ~ 256
		capacity = 32
		#Makes rope arrows exclusive to crossbows
		exclusive_to_crossbows = false

	[tools.flute]
		enabled = true
		#Radius in which an unbound flute will search pets
		#Range: 0 ~ 500
		unbound_radius = 64
		#Max distance at which a bound flute will allow a pet to teleport
		#Range: 0 ~ 500
		bound_distance = 64

	[tools.bomb]
		enabled = true
		#Bomb explosion radius (damage depends on this)
		#Range: 0.1 ~ 10.0
		explosion_radius = 2.0
		#Do bombs break blocks like tnt?
		#Allowed Values: ALL, WEAK, NONE
		break_blocks = "WEAK"
		#Put here any number other than 0 to have your bombs explode after a certain amount of ticks instead than on contact
		#Range: 0 ~ 100000
		bomb_fuse = 0
		#Enable bomb item cooldown
		cooldown = true

		[tools.bomb.blue_bomb]
			#Bomb explosion radius (damage depends on this)
			#Range: 0.1 ~ 10.0
			explosion_radius = 5.15
			#Do bombs break blocks like tnt?
			#Allowed Values: ALL, WEAK, NONE
			break_blocks = "WEAK"

	[tools.slingshot]
		enabled = true
		#Slingshot range multiplier. Affect the initial projectile speed
		#Range: 0.0 ~ 5.0
		range_multiplier = 1.0
		#Time in ticks to fully charge a slingshot
		#Range: 0 ~ 100
		charge_time = 20
		#Deceleration for the stasis projectile
		#Range: 0.1 ~ 1.0
		stasis_deceleration = 0.9625
		#Allow enderman to intercept any slingshot projectile
		unrestricted_enderman_intercept = true
		#Allows buckets to be thrown by slingshots. Thrown buckets will place their content when they land
		allow_buckets = true
		#Damage that items in the 'supplementaries:slingshot_damageable' tag will deal. Scales with thrown speed. Tag is empty by default.
		#Range: 0.0 ~ 100.0
		damageable_damage = 0.5
		#Allows splash potions to be thrown by slingshots
		allow_splash_potions = false
		#Allows bombs to be thrown by slingshots
		allow_bombs = false
		#Allows fire charges to be thrown by slingshots
		allow_fire_charges = false
		#Allows snowballs to be thrown by slingshots
		allow_snowballs = false
		#Allows enderpearls to be thrown by slingshots
		allow_enderpearls = false

	[tools.antique_ink]
		enabled = true

#General settings
[general]
	#Enable Creative Tab
	creative_tab = false
	#Set to false to disable custom dispenser behaviors (i.e: filling jars) if for some reason they are causing trouble
	dispensers = true
	#Creates a creative tab full of filled jars
	jar_tab = false
	#Save generated resources to disk in a 'debug' folder in your game directory. Mainly for debug purposes but can be used to generate assets in all wood types for your mods :0
	debug_save_dynamic_pack = false
	#Turn this on to disable any interaction on blocks placed by other players. This affects item shelves, signs, flower pots, and boards. Useful for protected servers. Note that it will affect only blocks placed after this is turned on and such blocks will keep being protected after this option is disabled
	server_protection = false
	#Disable startup messages and sanity check that the mod performs to inform of possible detected crashes that might occur due to issues
	sanity_checks_messages = true
	#slightly increase this or decrease this number to tweak the red merchant spawn chance. Won't spawn at 0 and will spawn twice as often on 2
	#Range: 0.0 ~ 10.0
	red_merchant_spawn_multiplier = 1.0

#Vanilla tweaks
[tweaks]

	[tweaks.dragon_banner_pattern]
		#Adds dragon banner pattern made from dragon head
		enabled = true

	[tweaks.shulker_helmet]
		#Allows wearing shulker shells
		enabled = true

	[tweaks.golden_apple_disenchant]
		enabled = true

	[tweaks.traders_open_doors]
		#Allows traders to open doors (because they couldn't apparently)
		enabled = true

	[tweaks.dispenser_tweaks]
		#Allows dispensers to use axes on blocks to strip logs and scrape off copper oxidation and wax
		axe_strip = true
		#Enables shooting ender pearls with dispensers
		shoot_ender_pearls = true
		#Enables extracting bundles items with dispensers
		extract_from_bundles = true

	[tweaks.throwable_bricks]
		#Throw bricks at your foes! Might break glass blocks
		enabled = true

	[tweaks.placeable_sticks]
		#Allow placeable sticks
		sticks = true
		#Allow placeable blaze rods
		blaze_rods = true

	[tweaks.placeable_gunpowder]
		#Allow placeable gunpowder
		enabled = true
		#Number of ticks it takes for gunpowder to burn 1 stage (out of 8). Increase to slow it down
		#Range: 0 ~ 20
		speed = 2
		#Age at which it spread to the next gunpowder block. Also affects speed
		#Range: 0 ~ 8
		spread_age = 2

	[tweaks.raked_gravel]
		#allow gravel to be raked with a hoe
		enabled = true

	[tweaks.bottle_xp]
		#Allow bottling up xp by using a bottle on an enchanting table
		enabled = false
		#bottling health cost
		#Range: 0 ~ 20
		cost = 2
		#Block that should be clicked on for bottling to work. Leave blank for enchanting table. You can put another block here from another mod if you find it more fitting
		target_block = ""

	[tweaks.map_tweaks]
		#Cartographers will sell 'adventurer maps' that will lead to a random vanilla structure (choosen from a thought out preset list).
		#Best kept disabled if you are adding custom adventurer maps with datapack (check the wiki for more)
		random_adventurer_maps = true
		#Select a random structure to look for instead of iterating through all of the ones in the tag returning the closest. Turning on will make ones that have diff structures (aka all different ruined portals) show up more. On could take much more time to compute
		random_adventurer_maps_select_random_structure = true
		#Enables beacons, lodestones, respawn anchors, beds, conduits, portals to be displayed on maps by clicking one of them with a map
		block_map_markers = true
		#Shows a death marker on your map when you die. Requires a recovery compass in player inventory or similar
		#Allowed Values: OFF, WITH_COMPASS, ALWAYS
		death_marker = "WITH_COMPASS"
		#If Quark is installed adventurer maps will be replaced by adventurer quills. These will not lag the server when generating
		quill_adventurer_maps = true
		#If Quark is installed replaces buried treasure and mansion maps with their equivalent quill form. This removes the lag spike they create when generating
		quill_vanilla_maps = true
		#Miminum search radius for quill. Used to incrase the radius of vanilla searches. For reference buried treasures are at 50 and locate is at 100 chunks
		#Range: 10 ~ 600
		min_search_radius = 75
		#Makes blocks tagged as 'tinted_on_map' use their tint color. This allows for accurate biome colors for water and grass as well as other custom block that use any tint
		tinted_blocks_on_maps = true

	[tweaks.placeable_books]
		#Allows written books to be placed down. Requires shift clicking
		written_books = true
		#Allow books and enchanted books to be placed on the ground
		enabled = true
		#Enchantment power bonus given by normal book piles with 4 books. Piles with less books will have their respective fraction of this total. For reference a vanilla bookshelf provides 1
		#Range: 0.0 ~ 5.0
		book_power = 1.0
		#Enchantment power bonus given by normal book piles with 4 books. Piles with less books will have their respective fraction of this total. For reference a vanilla bookshelf provides 1
		#Range: 0.0 ~ 5.0
		enchanted_book_power = 1.334
		#Allow all books to be placed both vertically and horizontally
		mixed_books = false

	[tweaks.zombie_horse]
		#Feed a stack of rotten flesh to a skeleton horse to buff him up to a zombie horse
		zombie_horse_conversion = true
		#Amount of rotten flesh needed
		#Range: 1 ~ 1000
		rotten_flesh = 64
		#Allows zombie horses to be ridden underwater
		rideable_underwater = true
		#Convert a zombie horse back by feeding it a golden carrot
		zombie_horse_inverse_conversion = true

	[tweaks.noteblocks_scare]
		#Noteblocks with a zombie head will scare off villagers
		enabled = true

	[tweaks.bad_luck_tweaks]
		#Hit a void cat, get the unluck
		cat_unluck = true
		#If you have unluck you are more likely to get hit by a lighting
		lightning_unluck = true

	[tweaks.item_lore]
		#Adds a recipe to add 'lore' strings to an item by combining it with a named nametag
		enabled = true

	[tweaks.sus_recipes]
		#Adds recipes to craft suspicious gravel and suspicious sand
		enabled = true

	[tweaks.slimed_effect]
		enabled = true
		#Allow slimeballs to be thrown
		throwable_slimeballs = true
		#Show a slime overlay when you hit an entity with a slimeball
		overlay = true
		#Thrown slimeballs will shortly nerf the player jump height. Disable if you don't want this effect as it can be quite powerful
		#Allowed Values: NEVER, ALWAYS, NORMAL_DIFFICULTY, HARD_DIFFICULTY
		hinders_jump = "NORMAL_DIFFICULTY"
		#Duration of the slimed effect in ticks
		#Range: 0 ~ 1000
		duration = 300
		#Chance that a slime mob will apply slimed effect on successful attack. Multiplied by the slime size
		#Range: 0.0 ~ 1.0
		chance_per_slime_size = 0.15

