
[luck]
	#Per-block positive-luck caps, as "namespace:block_id=cap" entries.
	#The cap bounds BOTH the result of luck crafting (the tooltip shows the truth)
	#and the effective luck when the block is broken. Negative luck is never capped.
	#Example: ["lucky:lucky_block=60", "lucky:toolluckyblock=50"]
	luckCaps = []

[luckyWeapons]
	#Make Lucky Swords/Bows/Potions safer the higher their Luck.
	#These weapons fire a lucky-block effect on hit; some effects hurt the wielder.
	#When ON, harmful effects are dropped from the roll with a chance that rises with the
	#weapon's Luck (see maxRemovalAt100Luck). Good/offensive effects stay, and lucky
	#BLOCKS are never touched (their chaos is the point). Default ON.
	fixLuckyWeapons = true
	#Target chance of a NEGATIVE effect per hit at +100 weapon Luck. Self-calibrating per
	#weapon: the mod measures each pool's own danger and removes just enough to hit this
	#number, so it holds whatever a weapon's mix of harmful effects is. Below +100 the
	#chance scales smoothly up toward the weapon's natural danger. Keep it above 0 so a
	#sliver of risk always remains - it's luck, not a guarantee. 0.01 = about 1% bad hits.
	#Range: 0.0 ~ 1.0
	negativeChanceAt100Luck = 0.01
	#Substrings that mark a weapon drop as 'harmful to the wielder'. A drop is a removal
	#candidate if its definition contains any of these. Edit to taste.
	harmfulMarkers = ["ID=tnt", "lightning_bolt", "ID=lava", "flowing_lava", "type=block,ID=fire", "cobweb", "spawn_egg"]

[worldgen]
	#Multiplier for how often lucky blocks appear in NEWLY generated terrain.
	#1.0 = vanilla. Only affects natural world generation -- already-generated chunks
	#are never changed. Handy on multiplayer servers where players spread out and want
	#denser spawns. Each natural spawn roll is made this many times as likely (and is
	#capped at one block per roll), so the increase is approximate, not exact. Max 3.0.
	#Range: 1.0 ~ 3.0
	luckyBlockSpawnMultiplier = 1.0

[fusion]
	#Allow combining two or more lucky blocks of the SAME type in a crafting grid into
	#one block whose Luck is the sum of the inputs (bounded by that block's cap). Turn
	#this OFF to remove the fusion recipe entirely. Default ON.
	enableLuckFusion = true

[luckyBlocks]
	#Lucky blocks to DISABLE, as full registry IDs ("namespace:block_id").
	#A disabled block no longer generates in new terrain, and breaking an existing
	#one fires no effect -- it simply drops back as an item, keeping its Luck. Covers
	#the base block, every addon (the "lucky" namespace) and cross-mod lucky blocks
	#like fuze_relics:lucky_blockling. Easiest edited in-game via the Lucky Tweaks
	#config screen, which lists every lucky block it finds with a checkbox.
	#Example: ["lucky:amongus_lucky_block", "fuze_relics:lucky_blockling"]
	disabledLuckyBlocks = []
	#Per-dimension spawn rules, as "namespace:block_id@namespace:dimension_id=N" entries.
	#N=0 BLOCKS the spawn in that one dimension (the block still works when broken).
	#N>=1 makes the block GENERATE at "1 in N chunks" in that dimension -- overriding its
	#natural rate there, or forcing it into a dimension it doesn't natively spawn in.
	#No entry for a block+dimension = that block's natural behaviour. A block with all of
	#its dimensions set to 0 is better listed in disabledLuckyBlocks instead. Easiest
	#edited in-game via the Lucky Tweaks config screen.
	#Example: ["lucky:lucky_block@minecraft:the_nether=0", "lucky:amongus_lucky_block@minecraft:overworld=120"]
	spawnRules = []

