
["Infection System"]
	#Whether to turn on the infection system.
	#The Serverside controls the switching of the system and the Clientside controls the display of the HUD.
	"Turn on Infection System" = true
	#This weight is multiplied for each infection increase.
	#For example, if this value is set to 0.5, when the infection should increase by 8, the actual increase is 8 * 0.5 = 4.
	#Range: 0.0 ~ 5.0
	"Infection Weight" = 1.0
	#When a player dies, if the infection value is higher than this value, the infection value will be equal to this value upon respawn.
	#Range: 0.0 ~ 100.0
	"Infection Initial Value" = 0.0
	#Mobs that cause infections and how much infection they can cause (melee attacks only), including undead by default.
	#Format: "minecraft:zombie, 2" ("" required) means that zombies will causes twice as much infection as normally infected mobs.
	"Source of Infection Mobs" = ["minecraft:zombie, 2", "minecraft:husk, 2", "minecraft:drowned, 2", "minecraft:zombie_villager, 2", "undeadnights:horde_zombie, 6", "undeadnights:elite_zombie, 6", "undeadnights:demolition_zombie, 6", "eggszombies:crawler_zombie, 4", "eggszombies:firefighter_zombie, 4", "eggszombies:hazmat_zombie, 4", "eggszombies:bulldog_zombie, 4", "eggszombies:military_zombie, 4", "eggszombies:riot_zombie, 4", "eggszombies:puker_zombie, 4", "eggszombies:flayed_zombie, 4", "eggszombies:rusher_zombie, 4"]
	#Projectiles that cause infections and how much infection they can cause.
	#Format: "minecraft:arrow, 2" ("" required) means that zombies will causes twice as much infection as normally infected projectiles.
	"Source of Infection Projectiles" = []
	#Items that cause or cure infection.
	#Format: "minecraft:rotten_flesh, 75, 8, 12" ("" required) means that using rotting flesh has a 75% chance of gaining 8-12(can be negative) infection level.
	#Tag supported.
	"Source of Infection Items" = ["minecraft:rotten_flesh, 50, 5, 15", "minecraft:enchanted_golden_apple, 100, -100, -100", "minecraft:golden_apple, 75, -75, -75"]
	#Mobs that can be infected.
	#Format: "minecraft:villager" ("" required)
	"Infected Mobs" = ["minecraft:villager", "guardvillagers:guard"]
	#Whether to taint the player's message at a high level infection.
	"Taint Message" = true
	#Whether an entity with a high infection level becomes a zombie after death.
	"Turn into a Zombie" = true
	#An entity's infection level needs to be greater than the threshold to become a zombie after death.
	#Range: 0 ~ 100
	"Infection Level Threshold" = 100
	#The list of zombies that susceptible livings transform into upon death when the infection value exceeds the threshold.
	#Format: "minecraft:zombie, 80" ("" required) means that each dead has a weight of 80 to turn into a zombie.
	"Zombie List" = ["minecraft:zombie, 50", "eggszombies:crawler_zombie, 75"]
	#Which susceptible entities transform into specific mobs upon death when the infection value exceeds the threshold.
	#Format: "minecraft:villager, minecraft:zombie_villager", meaning that a villager will turn into a zombie villager upon death when the infection value exceeds the threshold.
	#This setting takes priority over the Zombie List.
	#
	"Specific Zombie List" = ["minecraft:villager, minecraft:zombie_villager", "guardvillagers:guard, minecraft:zombie_villager", "hostile_humans:human_tier1, minecraft:zombie", "hostile_humans:human_tier2, minecraft:zombie", "hostile_humans:human_roamer, minecraft:zombie"]

	["Infection System"."Infected Zone"]
		#Whether to turn on the infected zone generation.
		#The Serverside controls the switching of the generation and the Clientside controls the display.
		"Turn on Infected Zone Generation" = true
		#Distance from spawn to chunk zero.
		#When the level is generated, a chunk at this distance from the spawn point will be randomly selected as chunk zero.
		#Range: 0 ~ 100000
		"Zero Chunk Distance" = 0
		#Infected Zone Generation Method:
		#If the value is 1, a large low-level infected zone will be generated around Chunk Zero, and the average infection level will increase extremely slowly as the distance from Chunk Zero increases.
		#If the value is 2, a large high-level infected zone will be generated around Chunk Zero, and the average infection level will decrease gradually as the distance from Chunk Zero increases.
		#If the value is 0, the infected zones will be generated based on the expression defined in Infected Zone Custom Generation.
		#
		#Range: 0 ~ 2
		"Infected Zone Generation" = 0
		#Custom generation expression of infected zones.
		#You can use +, -, *, /, and ^.
		#Use 'T' to represent the in-game day and 'D' to represent the distance of the chunk from Chunk Zero (case-sensitive).
		#
		"Infected Zone Custom Generation" = ""
		#Expression for chunk infection level change over time.
		#The updated chunk infection value equals the value calculated from the expression plus the original infection value.
		#Updates once per in-game day. Leave blank to disable this feature.
		#You can use +, -, *, /, and ^.
		#Use 'T' to represent number of in-game days between updates,
		#'D' to represent the distance of the chunk from Chunk Zero,
		#'O' to represent the origin level of chunk infection,
		#'A' to represent the the average infection level of the surrounding eight chunks.
		#(case-sensitive)
		#
		"Infected Zone Custom Increasement" = ""
		#Define the infection-zone level for specific structures.
		#Format: "minecraft:village_plain, 10". This means the Plains Village will have an infection value of 10.
		#Lost Cities Supported.
		#
		"Infected Zone Structure" = []
		#Define the infection-zone level for specific blocks.
		#Format: "minecraft:water, 10". This means the water will have an infection value of 10.
		#
		"Infected Zone Block" = []
		#Which mobs are only allowed to spawn in infection zones within a specific infection value range.
		#The mod will not actively spawn these mobs; it only restricts them from NATURAL spawning in where infection value is outside the specified range.
		#Format: "minecraft:husk, 20, 60" means that husks will only spawn in where the infection value is greater than 20 and less than 60.
		#
		"Infected Zone Mob" = []

		["Infection System"."Infected Zone"."Infected Zone Client Side Customize"]
			#The color of the infected zone fog.
			#Format: 'R, G, B'.
			#Leave blank for no fog.
			#
			"Infected Zone Fog Color" = "198, 170, 113"
			#The color of the infected zone sky.
			#Format: 'R, G, B'.
			#Leave blank for origin color.
			#
			"Infected Zone Sky Color" = "198, 170, 113"
			#The color of the infected zone grass.
			#Format: 'R, G, B'.
			#Leave blank for origin color.
			#
			"Infected Zone Grass Color" = "144, 129, 77"
			#The color of the infected zone water.
			#Format: 'R, G, B'.
			#Leave blank for origin color.
			#
			"Infected Zone Water Color" = "121, 72, 36"

	["Infection System"."Infection HUD Customize"]
		#Select the HUD preset, 0 is customized.
		#Range: 0 ~ 3
		"HUD Preset" = 1
		#Range: 0 ~ 2048
		"HUD X Offset (needs HUD Preset is 0)" = 0
		#Range: 0 ~ 2048
		"HUD Y Offset (needs HUD Preset is 0)" = 0

["Injury System"]
	#Whether to turn on the injury system.
	#The Serverside controls the switching of the system and the Clientside controls the display of the HUD.
	"Turn on Injury System" = true
	#This weight is multiplied for each injury and bandage decrease.
	#For example, if this value is set to 0.5, when the injury or bandage should decrease by 8, the actual decrease is 8 * 0.5 = 4.
	#Range: 0.0 ~ 5.0
	"Injury Weight" = 1.0
	#When a player dies, if the injury value is lower than this value, the injury value will be equal to this value upon respawn.
	#Range: 0.0 ~ 100.0
	"Injury Initial Value" = 100.0
	#Whether to recover the injury level by sleep.
	"Heal By Sleep" = true
	#How much can injury level be recovered by once sleep.
	#Range: 0 ~ 100
	"Sleep Heal Amount" = 10
	#Whether bandage level greater than 0 is required to recover from sleep when the injury level is too low.
	"Heal Need Bandage" = true
	#Injury level below threshold will require bandage level to recover by sleep.
	#Range: 0 ~ 100
	"Injury Level Threshold" = 20
	#DamageSources that don't cause injury.
	#Format: "outOfWorld" ("" required)
	"DamageSource Blacklist" = ["immunity", "injury", "infection", "genericKill", "drown", "starve", "magic", "wither", "dryOut", "freeze", "inWall", "outOfWorld"]
	#Items that cure injury.
	#Format: "minecraft:enchanted_golden_apple, 30, 50" ("" required) means that using Enchanted Golden Apple will gain 30 injury level and 50 bandage level.
	"Cure Injury Items" = ["minecraft:enchanted_golden_apple, 75, 75", "minecraft:golden_apple, 100, 100"]

	["Injury System"."Injury HUD Customize"]
		#Select the HUD preset, 0 is customized.
		#Range: 0 ~ 3
		"HUD Preset" = 1
		#Range: 0 ~ 2048
		"HUD X Offset (needs HUD Preset is 0)" = 0
		#Range: 0 ~ 2048
		"HUD Y Offset (needs HUD Preset is 0)" = 0
		#Whether the HUD rises when underwater. (needs HUD Preset is 0)
		"Rise Underwater" = true

["Rot System"]
	#Whether to turn on the rot system.
	#The Serverside controls the switching of the system and the Clientside controls the display of the HUD.
	"Turn on Rot System" = true
	#This weight is multiplied for each rot increase.
	#For example, if this value is set to 0.5, when the rot should increase by 8, the actual increase is 8 * 0.5 = 4.
	#Range: 0.0 ~ 5.0
	"Rot Weight" = 1.0
	#The default output of rotting; leave empty for no output.
	"Rot Output" = ""
	#Whether to the food can be stackable with different level of the rot.
	#If turned on, food's level of rot will be averaged based on quantity when stacked.
	#WARNING: This feature is not compatible with the backpack module for now.
	#
	"Rot Stackable" = true
	#Whether to consume food that is not fresh may lead to nausea or poisonings.
	"Food not Fresh Causes Nausea" = true
	#Whether the temperature of the biome in which the entity or block is located and height affect the rate of rot.
	"Temperature Affects Rot" = true
	#Food that doesn't rot.
	#Format: "minecraft:golden_apple" ("" required)
	"Food WhiteList" = ["minecraft:golden_carrot", "minecraft:enchanted_golden_apple", "minecraft:golden_apple", "zombiekit:canned_beef_hotpot", "zombiekit:canned_yellow_peach", "zombiekit:canned_luncheon_meat", "zombiekit:canned_fish_in_black_bean_sauce", "zombiekit:canned_bread", "zombiekit:canned_beans", "zombiekit:canned_tomatoes"]
	#Blocks in which food rot is not affected by temperature.
	#Format: "minecraft:ender_chest" ("" required)
	"Block WhiteList" = ["refurbished_furniture:white_cooler", "refurbished_furniture:orange_cooler", "refurbished_furniture:magenta_cooler", "refurbished_furniture:light_blue_cooler", "refurbished_furniture:yellow_cooler", "refurbished_furniture:lime_cooler", "refurbished_furniture:pink_cooler", "refurbished_furniture:gray_cooler", "refurbished_furniture:light_gray_cooler", "refurbished_furniture:cyan_cooler", "refurbished_furniture:purple_cooler", "refurbished_furniture:blue_cooler", "refurbished_furniture:brown_cooler", "refurbished_furniture:green_cooler", "refurbished_furniture:red_cooler", "refurbished_furniture:black_cooler"]
	#Specific parameters of the rot.
	#Format: "minecraft:porkchop, 1.5, minecraft:rotten_flesh" ("" required) means porkchop will rot at 1.5 times the rate and will end up as rotten flesh.
	#By default, food rots for 5 game days, and rotten food will simply disappear.
	#Tag supported.
	"Rot Parameters" = ["#forge:cooked_meat, 1.2, minecraft:rotten_flesh", "#forge:raw_meat, 1.4, minecraft:rotten_flesh", "zombiekit:compressed_biscuit, 0.06, minecraft:air", "zombiekit:chocolate, 0.06, minecraft:air"]
	#Whether to allow players to warp food (The food warpped will rot slower).
	"Wrap Food" = true
	#How much does the rate of rotting of wrapped food decrease.
	#Range: 0.0 ~ 1.0
	"Warped Food Rot Rate" = 0.5
	#Probability of food being wrapped in loot chests.
	#Range: 0.0 ~ 1.0
	"Warped Food Chance" = 0.5
	#The items can warp food when in offhand.Format: "minecraft:apple" ("" required)
	"Warp Items" = []
	#Rate of food decay in different block containers.
	#Format: "minecraft:chest, 0.8" ("" required) means food in chests will rot at 0.8 times the rate.
	"Block Container Detail" = ["refurbished_furniture:light_fridge, 0", "refurbished_furniture:dark_fridge, 0"]

["Rust System"]
	#Whether to turn on the rust system.
	#The Serverside controls the switching of the system and the Clientside controls the display of the HUD.
	"Turn on Rust System" = true
	#This weight is multiplied for each rust increase.
	#For example, if this value is set to 0.5, when the rust should increase by 8, the actual increase is 8 * 0.5 = 4.
	#Range: 0.0 ~ 5.0
	"Rust Weight" = 1.0
	#Items that don't rust.
	#Format: "minecraft:iron_sword" ("" required)
	#By default, all armors, tools and weapons where the materials are iron will be rust.
	#
	"Rust WhiteList" = []
	#Items will rust even if it isn't made of iron.
	#Format: "minecraft:iron_sword" ("" required)
	#
	"Rust BlackList" = []
	#Items that can prevent rusting.
	#Format: "minecraft:quartz, 30, 10" ("" required) means that using quartz consumes 10 of its durability (If the item isn't damageable item it will be consumed directly) and removes 30 of rust.
	#You need to hold your item need to be descaled in your mainhand with rust removal item in offhand and right click with shift.
	#
	"Rust Removal Item" = ["zombiekit:sandpaper, 50, 2"]
	#Items that can prevent rusting.
	#Format: "minecraft:honeycomb, 10" ("" required) means that using honeycomb consumes 10 of its durability (If the item isn't damageable item it will be consumed directly) to wax item.
	#You need to hold your item need to be waxed in your mainhand with wax item in offhand and right click with shift.
	#
	"Wax Item" = ["minecraft:honeycomb, 1"]
	#Whether the wax coating is permanent.
	"Wax Coating Permanent" = false
	#If the wax coating is not permanent the number of times it can be used.
	#Range: > 1
	"Wax Coating Durability" = 50

["Sound System"]
	#Whether to turn on the sound system.
	#This system will cause the mobs attracted by sound.
	"Turn on Sound System" = true
	#The sound will attract mobs.
	#Format: "minecraft:entity.generic.explode, 3" ("" required) means that the mobs within (3 + 1) * (0.3 * FOLLOW_RANGE) are attracted to the sound.
	#Format: "$chest, 1" ("" required) means that sounds whose name contain "chest" will attract the mobs.
	#
	"Sound WhiteList" = ["sona:crate, 1", "minecraft:entity.generic.explode, 3", "$chest, 0"]
	#The mobs will be attracted by sound.
	#Format: "minecraft:zombie" ("" required)
	#By default, all undead mobs will be attracted.
	#
	"Attracted Mob WhiteList" = []
	#The mobs will NOT be attracted by sound.
	#Format: "minecraft:zombie" ("" required)
	#
	"Attracted Mob BlackList" = []
	#Whether the sprint attracts the mobs.
	"Sprint Sound" = true
	#Increased seconds to attract mobs per level of sound.
	#Range: 1 ~ 100
	"Increased Seconds" = 5

	["Sound System"."Tacz & sbw"]
		#Whether the gun or vehicle in tacz or sbw will attract mobs when fire
		"Gun Fire Attraction" = true
		#The gun id will not attract mobs.
		#Format: "tacz:ai_awp" ("" required)
		#
		"Gun WhiteList" = []
		#The range of mobs that will be attracted without silencer.
		#For example, if this value is set to 4, the mobs within 4 * (0.3 * FOLLOW_RANGE) would be attracted to fire sound.
		#Range: 0 ~ 10
		"Fire Range" = 5
		#The range of mobs that will be attracted with silencer.
		#For example, if this value is set to 1, the mobs within 1 * (0.3 * FOLLOW_RANGE) would be attracted to fire sound with silencer.
		#Range: 0 ~ 10
		"Silencer Range" = 2

["Chat System"]
	#Whether or not players would only chat with each other nearby.
	#Effective for /tell commands and use the /say command to send messages regardless of distance.
	"Chat Range Limit" = true
	#The range within which a player can chat, beyond which messages will be gradually distorted until they can't be received.
	#Range: 0 ~ 10000
	"Chat Initial Range" = 250
	#Items will increase players' chat range.
	#Format: "minecraft:ender_eye, 600" ("" required) means that if the player has ender eye in inventory, this player will send message to player with increase chat range items within 600.
	#If the sending distance is -1, it can send message to all players with increase chat range items in that dimension.
	#If the sending distance is -2, it can send message to all players with increase chat range items in that server.
	#And if the sending distance is 0, it can only receive message.
	#Note: Only players with items increasing chat range can receive messages beyond initial range.
	#
	"Increase Chat Range Items" = ["zombiekit.pocket_radio,500"]

["Inventory Keep"]
	#Whether or not the player keeps the items in the armor slots after death.
	"Armor Keep" = false
	#Items kept after death.
	"Keep Whitelist" = []

[Misc]
	#Whether physical effects (e.g. Ignition, Frost, etc.) can be removed by items that remove all effects.
	"Physical Effects Remove" = false
	#Whether or not to enable enhanced camouflage, when enabled, monsters will lose their target if there is a line of sight obstacle between them when tracking a camouflaged target.
	"Enhanced Camouflage" = true
	#The damage received by a stunned creature is increased by a certain multiplier of the original damage.
	#Range: 1.0 ~ 10.0
	"Stun Damage Multiplier" = 1.2
	#Whether or not the dot damage from effect such as ignition can bypass the invulnerable time.
	"Bypass Invulnerable Dot" = false
	#Loot containers have a chance of being locked when they are generated.
	#Range: 0.0 ~ 100.0
	"Loot Container Locked Percent" = 10.0
	#The Items can break the lock.
	#Format: "zombiekit:crowbar, 30" ("" required) means that iron_crowbar has a 30% chance of opening locked chests every time right click locked container.
	#
	"Unlock Items" = ["zombiekit:crowbar, 20", "zombiekit:netherite_crowbar, 60"]
	#The cooldown ticks of use unlock items
	#1 sec = 20 ticks
	#Range: 0 ~ 1000
	"Unlock Items Cooldown" = 160
	#Whether only loot containers with the loot table in the whitelist will be locked.
	"Lock Table Whitelist Mode Open" = false
	#The BlockEntity will NOT be locked.
	#Format: "minecraft:chest"("" required)
	#
	"BlockEntity Blacklist" = []
	#The Loot Table will be locked.
	#Format: "chests/end_city_treasure" or "zombiekit:chests/tool" ("" required)
	#
	"Lock Table Whitelist" = []
	#Whether to show the update log when the player logs in.
	"Update Log in 130" = true
	#Whether entities with Exposure and Sound Decoys render position indicators for players.
	"Exposure Indicator" = true

