
[general]
	tooltip_hints = true
	custom_configured_screen = true

[lily_pad]
	#set to 0 tho have lilypads at the same exact position as vanilla.negative numbers will place them in their own blockspace right below avoiding any clipping.best of both worlds at default as its barely within its space
	#Range: -1.0 ~ 1.0
	y_offset = -0.016625

[bell]
	#Visually attach chains and ropes to bells
	chain_attachment = true

[brewing_stand]
	#Colors the brewing stand potion texture depending on the potions it's brewing.
	#If using a resource pack add tint index from 0 to 3 to the 3 potion layers
	brewing_stand_colors = true

[arrows]
	#Makes tipped arrows show their colors when loaded with a crossbow
	crossbows_colors = true

[tripwire_hook]
	#Makes hooks render faster using a block model instead of tile renderer. Cost is that animated and enchanted items will appear static
	fast_hooks = false

[hanging_sign]
	#Scale of items on hanging signs (unit is in pixel they would occupy). Set to 8 to better match the pixels on the sign
	#Range: 0.0 ~ 32.0
	item_pixel_scale = 10.0
	#Makes signs swing!
	swinging_signs = true
	#Signs have visual attachment to walls and fences
	sign_attachment = true

	[hanging_sign.swing_physics]
		min_angle = 0.79999995
		collision_force = 15.0
		damping = 0.525
		collision_inertia = 1.0
		collision_considers_entity_hitbox = true
		frequency = 0.6
		max_angle = 60.0

[lantern]
	#Makes wall lantern use a simple block model instead of the animated tile entity renderer. This will make them render much faster but will also remove the animationNote that this option only affect lanterns close by as the one far away render as fast by default
	fast_lanterns = false
	#Size lanterns when held in hand
	#Range: 0.0 ~ 2.0
	lantern_item_size = 0.625
	#Gives a special animation to lanterns when held in hand
	lantern_item_holding = true
	#Makes lantern holding animation have the arm angled more upwards. Looks better if you have dynamic lights on
	lantern_item_holding_up = false

	[lantern.swing_physics]
		min_angle = 0.79999995
		collision_force = 15.0
		damping = 0.525
		collision_inertia = 1.0
		collision_considers_entity_hitbox = true
		frequency = 0.6
		max_angle = 60.0

[cauldron]
	#Gives a unique texture to potion cauldrons
	potion_texture = true

[jukebox]
	#Use the new jukebox model
	new_model = true
	#Makes jukebox disc spin while playing
	disc_spin = true

[misc]
	#Gives a special animation to torches when held in hand
	torch_item_holding = true
	#Makes Torch and Lantern holding animation be fixed, not changing with player facing
	fixed_holding_animations = false
	#Size lanterns when held in hand
	#Range: 0.0 ~ 2.0
	torch_item_size = 1.0
	#Gives a special animation to supplementaries candle holders when held in hand
	candle_holder_item_holding = true
	#Size lanterns when held in hand
	#Range: 0.0 ~ 2.0
	handle_holder_item_size = 0.625
	#Prevents campfire smoke from rendering if there is a solid block above it
	campfire_smoke_through_blocks = false

[sign]
	#Gives signs a pixel consistent model and texture. Also affects other mods. This also makes them use a Block Model, making them render much much much faster than as block entities
	pixel_consistent = true
	#A scalar multiplier that will be applied to sign text making it brighter, supposedly more legible
	#Range: 0.0 ~ 5.0
	text_color_multiplier = 1.2
	#A list of sign blocks that will NOT be affected by the pixel consistent sign setting. Use full registry names separated by commas
	sign_blacklist = []

[projectiles]
	#Makes snowballs render in 3D
	snowball_3d = true
	#Makes slimeballs render in 3D (supplementaries only)
	slimeball_3d = true
	#Makes ghast & blazes fireballs render in 3D
	fireball_3d = true
	#Makes ghast & blazes fireballs leave a trail of particles when moving
	ghast_fireball_trail = true
	#Makes dragon fireballs leave a trail of particles when moving
	dragon_fireball_trail = true
	#Makes 3D charges tumble in the air when moving
	charges_tumble = true
	#Makes 3D snowballs and slimeballs (supp compat) tumble in the air when moving
	projectiles_tumble = false

	[projectiles.dragon_fireball]
		#Makes dragon's breath particles emissive to better match new visuals
		dragon_breath_emissive = true

