
[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 = ["lucky:chaosluckyblock=75"]

[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 = []

[crocodile]
	#Make Fuze Relics' crocodile give items back instead of destroying them.
	#The crocodile normally eats (deletes) one item from your main hand on 25% of the
	#hits you land on it -- with its 40 HP that usually means losing your weapon before
	#it dies. When ON, the eaten item is stashed on the crocodile and dropped when it is
	#killed, so you just have to kill it to get your gear back. Does nothing when Fuze
	#Relics isn't installed. Default ON.
	fixCrocodile = true

[locator]
	#Show a strip of markers above the XP bar pointing at the other players (multiplayer).
	#A marker sits over where that player is on your screen (within your field of view);
	#it fades with distance and is coloured per player. Hold the player-list key (Tab) to
	#raise name plaques and player-head icons above the bar. Server-controlled: it pushes
	#each client the others' relative direction, distance and colour.
	enabled = true
	#Maximum distance (blocks) at which a player shows on the locator bar.
	#0 = unlimited: every player in the same dimension is tracked.
	#Range: 0 ~ 8192
	maxDistance = 0
	#How often the server pushes player positions, in ticks (20 = once per second).
	#Nearby, loaded players are interpolated smoothly client-side regardless of this;
	#it mainly governs how often far-away players' projected positions refresh.
	#Range: 1 ~ 100
	updateTicks = 8
	#Send each player's exact distance along with the direction. Greatly smooths the
	#markers (the client can project a player's position between updates) and enables
	#distance fading. Turn OFF to make triangulating another player's coordinates harder.
	sendDistance = true
	#How precisely a far player's direction is sent (the direction vector is rounded to
	#this many steps). Lower = coarser = harder for others to triangulate your position.
	#Range: 2 ~ 100000
	directionPrecision = 300
	#A sneaking (crouching) player is hidden from everyone's locator bar.
	sneakingHides = true
	#A player under the Invisibility effect is hidden from the locator bar.
	invisibilityHides = true
	#Show the empty bar background even when no other players are tracked.
	visibleEmpty = false
	#Fade a marker's opacity as the player gets farther away (needs sendDistance).
	fadeMarkers = true
	#Distance (blocks) at which markers start to fade.
	#Range: 0 ~ 8192
	fadeStart = 100
	#Distance (blocks) at which markers reach their faintest (fadeEndOpacity).
	#Range: 1 ~ 8192
	fadeEnd = 1000
	#Faintest marker opacity, 0 (invisible) to 1 (opaque), reached at fadeEnd.
	#Range: 0.0 ~ 1.0
	fadeEndOpacity = 0.3
	#Draw a small up/down arrow by a marker when that player is well above or below you.
	showHeight = true
	#Always draw player-head icons on the markers instead of plain coloured pins.
	alwaysShowHeads = false
	#Draw player-head icons on the markers while the player-list key (Tab) is held.
	showHeadsOnTab = true
	#Raise name plaques above the bar (lifting the HUD) while the player-list key is held.
	showNamesOnTab = true

[sacredHeart]
	#How many Yakurum Sacred Hearts a player may ever eat. Each one permanently adds
	#2 max-health points (one heart) to the attribute's base value, and Yakurum caps
	#nothing -- so the vending machines would let a player farm an unbounded health bar.
	#This counts USES OF THE ITEM, not hearts: every other source of extra health works
	#through attribute modifiers (Artifacts' Crystal Heart, Health Boost, ...) and is
	#left completely alone. Eating one past the cap still grants its Regeneration IV,
	#it just no longer grows the bar. The counter resets on death whenever Yakurum's own
	#hearts do (i.e. when keepInventory is off). Set to 0 to remove the cap. Default 10.
	#Range: 0 ~ 1000
	maxUses = 10

[lives]
	#Lives the run starts with, solo or co-op alike. The pool is SHARED by the team and never
	#refills: every death spends one, and the death that empties it ends the run for good.
	#At 1 (default) a solo run ends on the very first death -- the pack as it is meant to be
	#played. Raise it to make a run more forgiving; this is the difficulty dial, rather than a
	#switch that would turn hardcore off and take the pack's whole point with it.
	#In co-op the team ALSO gets sharedLivesPerPlayer below for each player, on top of this.
	#Range: 1 ~ 100
	sharedLivesBase = 1
	#Lives each player adds to a CO-OP run, on top of the base above. Alone this never applies:
	#a run only counts as co-op once two players have actually been online together -- opening
	#to LAN alone, just to get commands, stays a solo run on the base alone.
	#One by default, so a duo runs on 3 and a trio on 4: every player brings their own life,
	#and the base is the team's spare.
	#0 makes team size irrelevant -- a co-op run then has exactly the base, so base 1 with 0
	#here is a whole team on a SINGLE shared life.
	#The team size used here is the BIGGEST the team has ever been, not who is online right
	#now: otherwise a friend logging off would take a life away, and a team that had already
	#spent them would be stranded at zero through no fault of anyone.
	#Going down spends a life even if you are revived; giving up costs your items, not a life.
	#Range: 0 ~ 100
	sharedLivesPerPlayer = 1
	#How many extra lives a run may ever BUY, on top of the allowance above. Other mods can
	#sell one through the API (the Lucky Labs merchant does), and this is the ceiling on it.
	#One by default: an extra life is meant to be a moment, not an income. Left uncapped, any
	#way of farming the currency turns straight into infinite lives and hardcore stops meaning
	#anything. Counts lives BOUGHT over the whole run, not lives currently held, so spending
	#the bought one does not free the slot. 0 stops them being sold at all.
	#Range: 0 ~ 100
	boughtLivesCap = 1

