Author SHA1 Message Date
didas cd99cb985a wPwZ/2026-08-18_21-43-47 2026-08-18 21:44:13 +01:00
1317 changed files with 1537 additions and 678 deletions
File diff suppressed because one or more lines are too long
+231 -95
View File
@@ -88,6 +88,7 @@ _version = 4
# Hidden blocks (IE ores) are ignored. # Hidden blocks (IE ores) are ignored.
# Expected Compression Ratio: 0.7 # Expected Compression Ratio: 0.7
worldCompression = "VISUALLY_EQUAL" worldCompression = "VISUALLY_EQUAL"
dataCompression = "Z_STD_BLOCK"
# #
# Enabling this will drastically increase chunk processing time # Enabling this will drastically increase chunk processing time
# and you may need to increase your CPU load to handle it. # and you may need to increase your CPU load to handle it.
@@ -169,6 +170,12 @@ _version = 4
globalFileMaxLevel = "INFO" globalFileMaxLevel = "INFO"
[common.logging.warning] [common.logging.warning]
#
# If enabled, a message will be displayed in chat if explicit garbage collection
# is disabled.
# This is known to cause out-of-memory issues
# and is better solved with a concurrent garbage collector.
showExplicitGcDisabledWarning = true
# #
# If enabled, a chat message will be displayed when DH has too many chunks # If enabled, a chat message will be displayed when DH has too many chunks
# queued for updating. # queued for updating.
@@ -178,6 +185,12 @@ _version = 4
# queued for updating. # queued for updating.
showUpdateQueueOverloadedChatWarning = false showUpdateQueueOverloadedChatWarning = false
# #
# If enabled, a message will be logged if explicit garbage collection
# is disabled.
# This is known to cause out-of-memory issues
# and is better solved with a concurrent garbage collector.
logExplicitGcDisabledWarning = true
#
# If enabled, a chat message will be displayed if Java doesn't have enough # If enabled, a chat message will be displayed if Java doesn't have enough
# memory allocated to run DH well. # memory allocated to run DH well.
showLowMemoryWarningOnStartup = true showLowMemoryWarningOnStartup = true
@@ -190,6 +203,10 @@ _version = 4
# mod is installed alongside DH. # mod is installed alongside DH.
showModCompatibilityWarningsOnStartup = true showModCompatibilityWarningsOnStartup = true
# #
# If enabled, a chat message will be displayed when DH is using
# a deprecated renderer.
showDeprecatedRendererWarningOnStartup = true
#
# If enabled, a chat message will be displayed if vanilla MC's # If enabled, a chat message will be displayed if vanilla MC's
# render distance is higher than the recommended amount. # render distance is higher than the recommended amount.
showHighVanillaRenderDistanceWarning = true showHighVanillaRenderDistanceWarning = true
@@ -203,7 +220,7 @@ _version = 4
# to cause frame stuttering and/or other issues. # to cause frame stuttering and/or other issues.
logGarbageCollectorWarning = true logGarbageCollectorWarning = true
# #
# If enabled, a chat message will be displayed if the garbage # If enabled, a chat message will be displayed in chat if the garbage
# collector Java is currently using is known # collector Java is currently using is known
# to cause frame stuttering and/or other issues. # to cause frame stuttering and/or other issues.
showGarbageCollectorWarning = true showGarbageCollectorWarning = true
@@ -239,7 +256,7 @@ _version = 4
# CHAT # CHAT
# LOG # LOG
# DISABLED # DISABLED
showGenerationProgress = "DISABLED" showGenerationProgress = "OVERLAY"
# #
# The max radius in chunks around the central point where world generation is allowed. # The max radius in chunks around the central point where world generation is allowed.
# If this value is set to 0, generation bounds are disabled and the render distance will be used. # If this value is set to 0, generation bounds are disabled and the render distance will be used.
@@ -301,6 +318,21 @@ _version = 4
# Mod compatibility is not guaranteed. # Mod compatibility is not guaranteed.
lodOnlyMode = false lodOnlyMode = false
# #
# What renderer is active?
#
# DEFAULT: Default lod renderer
# DEBUG_TRIANGLE: Debug testing renderer
# DISABLED: Disable rendering
rendererMode = "DISABLED"
#
# If true overlapping quads will be rendered as bright red for easy identification.
# If false the quads will be rendered normally.
showOverlappingQuadErrors = false
#
# If true OpenGL Buffer garbage collection will be logged
# this also includes the number of live buffers.
logBufferGarbageCollection = false
#
# Should specialized colors/rendering modes be used? # Should specialized colors/rendering modes be used?
# #
# OFF: LODs will be drawn with their normal colors. # OFF: LODs will be drawn with their normal colors.
@@ -313,13 +345,6 @@ _version = 4
# Useful for debugging shaders # Useful for debugging shaders
enableWhiteWorld = false enableWhiteWorld = false
# #
# What renderer is active?
#
# DEFAULT: Default lod renderer
# DEBUG_TRIANGLE: Debug testing renderer
# DISABLED: Disable rendering
rendererMode = "DEFAULT"
#
# If enabled the LODs will render as wireframe. # If enabled the LODs will render as wireframe.
renderWireframe = false renderWireframe = false
# #
@@ -328,14 +353,6 @@ _version = 4
# F7 - enable/disable LOD only rendering # F7 - enable/disable LOD only rendering
# F8 - cycle through the different debug rendering modes # F8 - cycle through the different debug rendering modes
enableDebugKeybindings = false enableDebugKeybindings = false
#
# If true overlapping quads will be rendered as bright red for easy identification.
# If false the quads will be rendered normally.
showOverlappingQuadErrors = false
#
# If true OpenGL Buffer garbage collection will be logged
# this also includes the number of live buffers.
logBufferGarbageCollection = false
[client.advanced.debugging.debugWireframe] [client.advanced.debugging.debugWireframe]
# #
@@ -361,36 +378,6 @@ _version = 4
# will render their debug wireframes. # will render their debug wireframes.
enableRendering = false enableRendering = false
[client.advanced.debugging.f3Screen]
#
# Shows info about the render thread tasks.
showRenderThreadTasks = false
#
# Shows how many chunks are queued for processing and the max count that can be queued.
showQueuedChunkUpdateCount = true
#
# Shows the memory use and array counts for each DH object pool.
showSeparatedObjectPools = false
#
# Shows the player's LOD position.
showPlayerPos = true
#
# Shows the combined memory use and array counts for all DH pooled objects.
showCombinedObjectPools = false
#
# Defines what internal detail level the player position will be shown as.
# Internal detail level means: 6 = 1x1 block, 7 = 2x2 blocks, etc.
playerPosSectionDetailLevel = 6
#
# Only show levels that DH is actively rendering.
onlyShowRenderingLevels = true
#
# Shows info about each thread pool.
showThreadPools = true
#
# Shows what levels are loaded and world gen/rendering info about those levels.
showLevelStatus = true
[client.advanced.debugging.openGl] [client.advanced.debugging.openGl]
# #
# Defines how OpenGL errors are handled. # Defines how OpenGL errors are handled.
@@ -429,6 +416,45 @@ _version = 4
intTest = 69420 intTest = 69420
stringTest = "Test input box" stringTest = "Test input box"
[client.advanced.debugging.f3Screen]
#
# Shows info about the render thread tasks.
showRenderThreadTasks = false
#
# Shows how many chunks are queued for processing and the max count that can be queued.
showQueuedChunkUpdateCount = true
#
# Shows the memory use and array counts for each DH object pool.
showSeparatedObjectPools = false
#
# Shows the player's LOD position.
showPlayerPos = true
#
# Shows the combined memory use and array counts for all DH pooled objects.
showCombinedObjectPools = false
#
# Defines what internal detail level the player position will be shown as.
# Internal detail level means: 6 = 1x1 block, 7 = 2x2 blocks, etc.
playerPosSectionDetailLevel = 6
#
# Only show levels that DH is actively rendering.
onlyShowRenderingLevels = true
#
# Shows info about each thread pool.
showThreadPools = true
#
# Shows what levels are loaded and world gen/rendering info about those levels.
showLevelStatus = true
[client.advanced.debugging.positionFinderDebugging]
positionFinderEnable = false
positionFinderMinBlockY = -64
positionFinderZPos = 0
positionFinderXPos = 0
positionFinderMaxBlockY = 125
positionFinderDetailLevel = 6
positionFinderMarginPercent = "0.0"
[client.advanced.graphics] [client.advanced.graphics]
# #
# Enable Screen Space Ambient Occlusion # Enable Screen Space Ambient Occlusion
@@ -442,13 +468,6 @@ _version = 4
overrideVanillaGraphicsSettings = true overrideVanillaGraphicsSettings = true
[client.advanced.graphics.culling] [client.advanced.graphics.culling]
#
# If false all beacons near the camera won't be drawn to prevent vanilla overdraw.
# If true all beacons will be rendered.
#
# Generally this should be left as true. It's main purpose is for debugging
# beacon updating/rendering.
disableBeaconDistanceCulling = true
# #
# Determines how far from the camera Distant Horizons will start rendering. # Determines how far from the camera Distant Horizons will start rendering.
# Measured as a percentage of the vanilla render distance. # Measured as a percentage of the vanilla render distance.
@@ -460,7 +479,58 @@ _version = 4
# Holes are most likely to appear when flying through unloaded terrain. # Holes are most likely to appear when flying through unloaded terrain.
# #
# Increasing the vanilla render distance increases the effectiveness of this setting. # Increasing the vanilla render distance increases the effectiveness of this setting.
overdrawPrevention = "-1.0" overdrawPrevention = "0.5"
#
# Identical to the other frustum culling option
# only used when a shader mod is present using the DH API
# and the shadow pass is being rendered.
#
# Disable this if shadows render incorrectly.
disableShadowPassFrustumCulling = false
#
# A comma separated list of block resource locations that will be replaced by water
# if they're visible on the water's surface.
waterSubSurfaceBlockReplacementCsv = "minecraft:kelp,minecraft:tall_seagrass,minecraft:seagrass"
#
# A comma separated list of block resource locations that won't be rendered by DH.
# Air is always included in this list.
#
# Note:
# If you see gaps, or holes you may have to change
# worldCompression to [MERGE_SAME_BLOCKS] and re-generate the LODs.
ignoredRenderBlockCsv = "minecraft:barrier,minecraft:structure_void,minecraft:light,minecraft:tripwire,minecraft:brown_mushroom"
#
# A comma separated list of block resource locations that will be removed
# when on top of water.
waterSurfaceBlockReplacementCsv = "minecraft:lily_pad"
#
# Defines what blocks should be rendered as LODs.
#
# NONE: Include all blocks in the LODs
# NON_COLLIDING: Only render solid blocks in the LODs (tall grass, torches, etc. will be ignored)
blocksToIgnore = "NON_COLLIDING"
#
# If true LODs outside the player's camera
# aren't drawn, increasing GPU performance.
#
# If false all LODs are drawn, even those behind
# the player's camera, decreasing GPU performance.
#
# Disable this if you see LODs disappearing at the corners of your vision.
disableFrustumCulling = false
#
# If false all beacons near the camera won't be drawn to prevent vanilla overdraw.
# If true all beacons will be rendered.
#
# Generally this should be left as true. It's main purpose is for debugging
# beacon updating/rendering.
disableBeaconDistanceCulling = true
#
# Should the blocks underneath avoided blocks gain the color of the avoided block?
#
# True: a red flower will tint the grass below it red.
# False: skipped blocks will not change color of surface below them.
tintWithAvoidedBlocks = true
# #
# If enabled caves won't be rendered. # If enabled caves won't be rendered.
# #
@@ -470,13 +540,6 @@ _version = 4
# of those issues. # of those issues.
enableCaveCulling = true enableCaveCulling = true
# #
# Identical to the other frustum culling option
# only used when a shader mod is present using the DH API
# and the shadow pass is being rendered.
#
# Disable this if shadows render incorrectly.
disableShadowPassFrustumCulling = false
#
# At what Y value should cave culling start? # At what Y value should cave culling start?
# Lower this value if you get walls for areas with 0 light. # Lower this value if you get walls for areas with 0 light.
caveCullingHeight = 60 caveCullingHeight = 60
@@ -495,31 +558,62 @@ _version = 4
# This helps reduce issues where Minecraft can't load or # This helps reduce issues where Minecraft can't load or
# generate chunks fast enough to keep up with DH. # generate chunks fast enough to keep up with DH.
reduceOverdrawWithFastMovement = true reduceOverdrawWithFastMovement = true
[client.advanced.graphics.texture]
# #
# A comma separated list of block resource locations that will be replaced by water # A comma separated list of block resource locations
# if they're visible on the water's surface. # that DH will render their sides using the bottom texture.
waterSubSurfaceBlockReplacementCsv = "minecraft:kelp,minecraft:tall_seagrass,minecraft:seagrass" # Partial matches/incomplete resource locations will also match.
#
# A comma separated list of block resource locations that won't be rendered by DH.
# Air is always included in this list.
# #
# Note: # Example: "minecraft:grass_block,nylium"
# If you see gaps, or holes you may have to change
# worldCompression to [MERGE_SAME_BLOCKS] and re-generate the LODs.
ignoredRenderBlockCsv = "minecraft:barrier,minecraft:structure_void,minecraft:light,minecraft:tripwire,minecraft:brown_mushroom"
#
# A comma separated list of block resource locations that will be removed
# when on top of water.
waterSurfaceBlockReplacementCsv = "minecraft:lily_pad"
#
# If true LODs outside the player's camera
# aren't drawn, increasing GPU performance.
# #
# If false all LODs are drawn, even those behind # Changes require a restart.
# the player's camera, decreasing GPU performance. blocksDontUseSideTextureCsv = "grass_block,mycelium,nylium,dirt_path"
#
# The highest detail level number that can render with block textures.
# At higher detail levels each LOD covers multiple blocks,
# which can essentially make textures smaller than a pixel and therefore invisible.
#
# Larger numbers texture more distant LODs
# but increase memory usage.
maxTexturedLodDetailLevel = 2
#
# If true nearby and zoomed-in LODs will render with their block's
# actual texture instead of a single flat color.
#
# Only applies to high detail LODs where the texture is actually visible,
# distant LODs always use flat colors.
# Some shader packs nay not have an affect.
enableTexturedLods = true
#
# A comma separated list of block resource locations
# that DH won't render textures on.
# Partial matches/incomplete resource locations will also match.
# #
# Disable this if you see LODs disappearing at the corners of your vision. # Example: "minecraft:grass_block,nylium"
disableFrustumCulling = false #
# Changes require a restart.
blocksDontRenderTextureCsv = "minecraft:bamboo"
#
# A comma separated list of tag names
# that DH will render their sides using the bottom texture.
#
# Example: "grass_blocks,nylium"
#
# Changes require a restart.
blockTagsDontUseSideTextureCsv = "grass_blocks,nylium"
#
# A comma separated list of block resource locations
# that DH will use rasterization to determine
# the face textures.
#
# Can be used to fix issues with mods/blocks where
# a side uses just part of a modeled block's texture.
#
# Example: "minecraft:beacon"
#
# Changes require a restart.
blocksAlwaysRasterizeTextureCsv = "minecraft:beacon"
[client.advanced.graphics.noiseTexture] [client.advanced.graphics.noiseTexture]
# #
@@ -557,6 +651,14 @@ _version = 4
# BLAZE_3D - Only supported on MC 1.21.11 # BLAZE_3D - Only supported on MC 1.21.11
renderingApi = "AUTO" renderingApi = "AUTO"
# #
# Requires a restart to change.
#
# Options:
# AUTO - changes based on the most likely API for that MC version
# OPEN_GL - The Default for MC 1.21.11 and older (supports Iris shaders)
# BLAZE_3D - The Default for MC 26.1.2 and newer (supports Vulkan)
renderingEngine = "AUTO"
#
# This is the earth size ratio when applying the curvature shader effect. # This is the earth size ratio when applying the curvature shader effect.
# Note: Enabling this feature may cause rendering bugs. # Note: Enabling this feature may cause rendering bugs.
# #
@@ -576,7 +678,7 @@ _version = 4
# #
# Example: "minecraft:overworld,minecraft:the_end" # Example: "minecraft:overworld,minecraft:the_end"
# #
# Changes will only be seen when the world is re-loaded. # Changes require a world re-load.
dimensionEnabledCloudRenderingCsv = "minecraft:overworld" dimensionEnabledCloudRenderingCsv = "minecraft:overworld"
# #
# If true LOD clouds will be rendered. # If true LOD clouds will be rendered.
@@ -587,19 +689,25 @@ _version = 4
# If false all LOD beacon beams will only ever be 1 block wide. # If false all LOD beacon beams will only ever be 1 block wide.
expandDistantBeacons = true expandDistantBeacons = true
# #
# Sets the maximum height at which beacons will render.This will only affect new beacons coming into LOD render distance.Beacons currently visible in LOD chunks will not be affected. # Sets the maximum height beacons will render up to.
#
# Requires a world re-load to take affect.
beaconRenderHeight = 6000 beaconRenderHeight = 6000
# #
# If true LOD beacon beams will be rendered. # If true LOD beacon beams will be rendered.
enableBeaconRendering = true enableBeaconRendering = true
# #
# If true non terrain objects will be rendered in DH's terrain. # If true non terrain objects will be rendered by DH.
# This includes beacon beams and clouds. # i.e. beacon beams and clouds.
enableGenericRendering = true enableGenericRendering = true
#
# False = DH will render a single layer of clouds, like vanilla Minecraft.
# True = DH will render 3 layers of clouds at different heights.
enableMultiLayerClouds = true
[client.advanced.graphics.quality] [client.advanced.graphics.quality]
# #
# What is the maximum detail LODs should be drawn at? # What is the maximum detail LODs can render at?
# Higher settings will increase memory and GPU usage. # Higher settings will increase memory and GPU usage.
# #
# CHUNK: render 1 LOD for each Chunk. # CHUNK: render 1 LOD for each Chunk.
@@ -608,8 +716,8 @@ _version = 4
# TWO_BLOCKS: render 64 LODs for each Chunk. # TWO_BLOCKS: render 64 LODs for each Chunk.
# BLOCK: render 256 LODs for each Chunk (width of one block). # BLOCK: render 256 LODs for each Chunk (width of one block).
# #
# Lowest Quality: CHUNK # Fastest: CHUNK
# Highest Quality: BLOCK # Fanciest: BLOCK
maxHorizontalResolution = "BLOCK" maxHorizontalResolution = "BLOCK"
# #
# If true LODs will fade away as you get closer to them. # If true LODs will fade away as you get closer to them.
@@ -628,6 +736,14 @@ _version = 4
# 2 = near white # 2 = near white
brightnessMultiplier = "1.0" brightnessMultiplier = "1.0"
# #
# If true DH will try to use the camera position when
# determining LOD quality drop-off.
# If false DH will use the player's position.
#
# Enabling helps free-cam mods render correctly.
# Disabling helps multi-camera mods render correctly (ie Immersive Portals or camera mods).
useCameraPositionForQualityDropOff = true
#
# How should LODs be shaded? # How should LODs be shaded?
# #
# AUTO: Uses the same side shading as vanilla Minecraft blocks. # AUTO: Uses the same side shading as vanilla Minecraft blocks.
@@ -636,6 +752,13 @@ _version = 4
# DISABLED: All LOD sides will be rendered with the same brightness. # DISABLED: All LOD sides will be rendered with the same brightness.
lodShading = "AUTO" lodShading = "AUTO"
# #
# How many detail levels zooming in can increase LOD quality by.
# Higher numbers allow stronger zooms to render crisper terrain,
# but will increase memory and GPU usage while zoomed in.
#
# A vanilla spyglass needs 4 detail levels to reach its full quality.
maxZoomQualityIncrease = 4
#
# How saturated LOD colors are. # How saturated LOD colors are.
# #
# 0 = black and white # 0 = black and white
@@ -648,7 +771,7 @@ _version = 4
# Higher options will make the world more accurate, butwill increase memory and GPU usage. # Higher options will make the world more accurate, butwill increase memory and GPU usage.
# #
# Lowest Quality: HEIGHT_MAP # Lowest Quality: HEIGHT_MAP
# Highest Quality: EXTREME # Highest Quality: PIXEL_ART
verticalQuality = "MEDIUM" verticalQuality = "MEDIUM"
# #
# What blocks shouldn't be rendered as LODs? # What blocks shouldn't be rendered as LODs?
@@ -658,6 +781,10 @@ _version = 4
blocksToIgnore = "NON_COLLIDING" blocksToIgnore = "NON_COLLIDING"
# #
# The radius of the mod's render distance. (measured in chunks) # The radius of the mod's render distance. (measured in chunks)
#
# Note: this is a best effort number.
# The actual render distance may be above or below this number
# depending on your other graphic settings.
lodChunkRenderDistanceRadius = 256 lodChunkRenderDistanceRadius = 256
# #
# How should the sides and bottom of grass block LODs render? # How should the sides and bottom of grass block LODs render?
@@ -673,20 +800,20 @@ _version = 4
# False: skipped blocks will not change color of surface below them. # False: skipped blocks will not change color of surface below them.
tintWithAvoidedBlocks = true tintWithAvoidedBlocks = true
# #
# This indicates how quickly LODs decrease in quality the further away they are. # This indicates how far apart drops in LOD quality are.
# Higher settings will render higher quality fake chunks farther away, #
# Higher settings will increase the distance between drops
# but will increase memory and GPU usage. # but will increase memory and GPU usage.
horizontalQuality = "MEDIUM" horizontalQuality = "MEDIUM"
# #
# How should LOD transparency be handled. # How should LOD transparency be handled.
# #
# COMPLETE: LODs will render transparent. # COMPLETE: LODs will render transparent.
# FAKE: LODs will be opaque, but shaded to match the blocks underneath.
# DISABLED: LODs will be opaque. # DISABLED: LODs will be opaque.
transparency = "COMPLETE" transparency = "COMPLETE"
# #
# This is the same as vanilla Biome Blending settings for Lod area. # This is the same as vanilla Biome Blending settings for Lod area.
# Note that anything other than '0' will greatly effect Lod building time. # Note: anything above '0' will slow down LOD loading time.
# #
# '0' equals to Vanilla Biome Blending of '1x1' or 'OFF', # '0' equals to Vanilla Biome Blending of '1x1' or 'OFF',
# '1' equals to Vanilla Biome Blending of '3x3', # '1' equals to Vanilla Biome Blending of '3x3',
@@ -699,6 +826,15 @@ _version = 4
# SINGLE_PASS: Fades after MC's transparent pass, opaque blocks underwater won't be faded. # SINGLE_PASS: Fades after MC's transparent pass, opaque blocks underwater won't be faded.
# DOUBLE_PASS: Slowest, fades after both MC's opaque and transparent passes, provides the smoothest transition. # DOUBLE_PASS: Slowest, fades after both MC's opaque and transparent passes, provides the smoothest transition.
vanillaFadeMode = "DOUBLE_PASS" vanillaFadeMode = "DOUBLE_PASS"
#
# If true LOD quality will increase when the camera is zoomed in,
# IE when using a spyglass or zoom mod.
#
# Only LODs visible through the camera view are affected.
#
# When zoomed in LODs will load to the same detail level
# they would have if you were close to them.
increaseQualityWhenZoomedIn = true
[client.advanced.graphics.fog] [client.advanced.graphics.fog]
# #
@@ -1,6 +1,7 @@
#safeBlockEntityMap: Boolean. Make 'LevelChunk#blockEntities' thread-safe. #safeBlockEntityMap: Boolean. Make 'LevelChunk#blockEntities' thread-safe.
#safeClassInstanceMultiMap: Boolean. Make 'ClassInstanceMultiMap' thread-safe. #safeClassInstanceMultiMap: Boolean. Make 'ClassInstanceMultiMap' thread-safe.
#safeLegacyRandomSource: Boolean. Make LegacyRandomSource thread-safe. #safeLegacyRandomSource: Boolean. Make LegacyRandomSource thread-safe.
#particle$splitTick: Boolean. Enable recursive particle tick.
#particle$noCulling: A comma-separated list of classes extending 'Particle' that should not be culled. #particle$noCulling: A comma-separated list of classes extending 'Particle' that should not be culled.
#particle$noLightCache: A comma-separated list of classes extending 'Particle' that should not use the light cache. #particle$noLightCache: A comma-separated list of classes extending 'Particle' that should not use the light cache.
#particle$lockRequired: A comma-separated list of classes extending 'Particle' that require a spin lock. #particle$lockRequired: A comma-separated list of classes extending 'Particle' that require a spin lock.
@@ -8,12 +9,13 @@
#replaceRandom: A comma-separated list of classes that require multithreaded random sources. #replaceRandom: A comma-separated list of classes that require multithreaded random sources.
#create$contraptionNoParticleCollision: A comma-separated list of classes extending 'AbstractContraptionEntity' that should not collide with particles. #create$contraptionNoParticleCollision: A comma-separated list of classes extending 'AbstractContraptionEntity' that should not collide with particles.
# #
#Thu Apr 30 22:17:37 WEST 2026 #Sun Jul 19 00:08:10 WEST 2026
create$contraptionNoParticleCollision=rbasamoyai.createbigcannons.cannon_control.contraption.PitchOrientedContraptionEntity,rbasamoyai.createbigcannons.cannon_control.contraption.AbstractMountedCannonContraption create$contraptionNoParticleCollision=rbasamoyai.createbigcannons.cannon_control.contraption.PitchOrientedContraptionEntity,rbasamoyai.createbigcannons.cannon_control.contraption.AbstractMountedCannonContraption
particle$lockProvider=yesman.epicfight.client.particle.TrailParticle,yesman.epicfight.client.particle.AbstractTrailParticle,com.lowdragmc.photon.client.gameobject.FXObject particle$lockProvider=yesman.epicfight.client.particle.TrailParticle,yesman.epicfight.client.particle.AbstractTrailParticle,com.lowdragmc.photon.client.gameobject.FXObject
particle$lockRequired=yesman.epicfight.client.particle.TrailParticle,yesman.epicfight.client.particle.AbstractTrailParticle,com.lowdragmc.photon.client.gameobject.FXObject particle$lockRequired=yesman.epicfight.client.particle.TrailParticle,yesman.epicfight.client.particle.AbstractTrailParticle,com.lowdragmc.photon.client.gameobject.FXObject
particle$noCulling=com.lowdragmc.photon.client.gameobject.FXObject particle$noCulling=com.lowdragmc.photon.client.gameobject.FXObject,net.bettercombat.client.particle.SlashParticle
particle$noLightCache=dev.shadowsoffire.gateways.client.GatewayParticle,com.chailotl.particular.particles.FireflyParticle,com.lowdragmc.photon.client.gameobject.FXObject,net.diebuddies.minecraft.weather.WeatherParticle,cn.coostack.cooparticlesapi.particles.ControlableParticle particle$noLightCache=dev.shadowsoffire.gateways.client.GatewayParticle,com.chailotl.particular.particles.FireflyParticle,com.lowdragmc.photon.client.gameobject.FXObject,net.diebuddies.minecraft.weather.WeatherParticle,cn.coostack.cooparticlesapi.particles.ControlableParticle
particle$splitTick=false
replaceRandom=appeng.client.render.effects.LightningArcFX,appeng.client.render.effects.LightningFX,de.cheaterpaul.fallingleaves.util.LeafUtil replaceRandom=appeng.client.render.effects.LightningArcFX,appeng.client.render.effects.LightningFX,de.cheaterpaul.fallingleaves.util.LeafUtil
safeBlockEntityMap=false safeBlockEntityMap=false
safeClassInstanceMultiMap=false safeClassInstanceMultiMap=false
+2 -2
View File
@@ -44,9 +44,9 @@ globalExecutorParallelism = "default"
[clientSideConfig.modifyMaxVDConfig] [clientSideConfig.modifyMaxVDConfig]
# (Default: true) Whether to modify maximum view distance # (Default: true) Whether to modify maximum view distance
# Set to false for the following reasons: # Set to false for the following reasons:
# Incompatible with bobby@5.2.4+mc1.21 (*) (defined in c2me) # Incompatible with bobby@5.2.4.1+mc1.21 (*) (defined in c2me)
enabled = "default" enabled = "default"
# (Default: 66) Max render distance allowed in game options # (Default: 83) Max render distance allowed in game options
maxViewDistance = "default" maxViewDistance = "default"
# (Default: true) Enable client-side support for extended render distance protocol (c2me:ext_render_distance_v1) # (Default: true) Enable client-side support for extended render distance protocol (c2me:ext_render_distance_v1)
# This allows requesting render distances higher than 127 chunks from the server # This allows requesting render distances higher than 127 chunks from the server
@@ -0,0 +1,9 @@
# If set to false, warnings will not get logged when a component fails to be resolved (typically due to mods being removed)
# Default value: true
log-deserialization-warnings = true
# If log-deserialization-warnings is enabled, warnings will be printed at most *this number of times* for every component type
# Default value: 5
max-deserialization-warnings = 5
# Internal value, do not edit or your changes may be arbitrarily reset
config-version = 2
@@ -0,0 +1,28 @@
[client]
# Add mod ids here of mods that you wish to disable Crafting Tweaks support for.
disabledAddons = [ ]
# We both know JEI is much better. This option hides Vanilla's crafting book button instead of moving it.
hideVanillaCraftingGuide = false
# Set to 'DEFAULT' to enable both buttons and hotkeys. Set to 'BUTTONS' to enable buttons only. Set to 'HOTKEYS' to enable hotkeys only. Set to 'DISABLED' to disable completely.
mode = "DEFAULT"
# If set to true, right-clicking the result slot in a crafting table will craft a full stack.
rightClickCraftsStack = true
# Offset from the right when repositioning the vanilla recipe book button.
vanillaCraftingGuideOffsetX = -25
# Offset from the top when repositioning the vanilla recipe book button.
vanillaCraftingGuideOffsetY = 5
[common]
# A list of modid:name entries that will not be crafted by the compress key.
compressDenylist = [ "minecraft:sandstone", "minecraft:iron_trapdoor" ]
# Set this to false if you want the (de)compress feature to work outside of crafting GUIs (only works if installed on server while in the player inventory)
compressRequiresCraftingGrid = true
@@ -0,0 +1,3 @@
#Only allow targeting alive entities, as opposed to entities that have already died and only remain to render a death animation. Greatly helps in combat as dead entities will no longer absorb hits.
#Default Value: true
target_alive_only = true
@@ -0,0 +1,18 @@
{
"inject_layers": [
"com.illusivesoulworks.colytra.client.ColytraLayer",
"com.illusivesoulworks.elytraslot.client.ElytraSlotLayer",
"com.kyanite.deeperdarker.client.render.SoulElytraRenderer",
"pw.lakuna.elytra_trinket.ElytraTrinketFeatureRenderer",
"org.betterx.betterend.client.render.ArmoredElytraLayer"
],
"enabled": true,
"prevent_snapping": true,
"adaptive_gravity": true,
"gravity_multiplier": 1.0,
"elytra_lean_multiplier": 1.0,
"elytra_pan_multiplier": 1.0,
"elytra_roll_multiplier": 1.0,
"elytra_spread_multiplier": 1.0,
"decline_multiplier": 1.0
}
@@ -0,0 +1 @@
snapping_fix=true
@@ -0,0 +1,30 @@
screenPositionFP = "BOTTOM_CENTER"
optimalIndicatorFP = true
textColorFP = 16777215
textShadowFP = true
hudDelimiterFP = ""
showYawFP = false
showAltitudeFP = false
showVelocityFP = false
showDirectionFP = false
showDurabilityFP = false
showElytraItemFP = false
screenPositionTP = "MIDDLE_CENTER"
optimalIndicatorTP = true
textColorTP = 16777215
textShadowTP = true
hudDelimiterTP = ""
showYawTP = false
showAltitudeTP = false
showVelocityTP = false
showDirectionTP = false
showDurabilityTP = false
showElytraItemTP = false
ascendAngle = -40
descendAngle = 40
glideAngle = 0
indicatorWidth = 5
durabilityThreshold = 0.05
durabilityPercentage = true
messageColor = 12451840
boldMessage = true
@@ -0,0 +1,4 @@
{
"add_biomes_to_index": true,
"show_height_values_for_current_dimension_by_default": false
}
@@ -1,5 +1,5 @@
{ {
"configVersion": 7, "configVersion": 8,
"renderNametagsThroughWalls": true, "renderNametagsThroughWalls": true,
"blockEntityWhitelist": [ "blockEntityWhitelist": [
"create:rope_pulley", "create:rope_pulley",
@@ -11,13 +11,15 @@
"botania:falling_star" "botania:falling_star"
], ],
"entityWhitelist": [ "entityWhitelist": [
"botania:mana_burst" "botania:mana_burst",
"drg_flares:drg_flares",
"quark:soul_bead"
], ],
"tracingDistance": 128, "tracingDistance": 128,
"debugMode": false, "debugMode": false,
"sleepDelay": 10, "sleepDelay": 10,
"hitboxLimit": 50, "hitboxLimit": 50,
"skipMarkerArmorStands": true, "captureRate": 5,
"tickCulling": true, "tickCulling": true,
"tickCullingWhitelist": [ "tickCullingWhitelist": [
"create:contraption", "create:contraption",
@@ -48,9 +50,28 @@
"minecraft:spruce_boat", "minecraft:spruce_boat",
"minecraft:spruce_chest_boat", "minecraft:spruce_chest_boat",
"minecraft:bamboo_raft", "minecraft:bamboo_raft",
"minecraft:bamboo_chest_raft" "minecraft:bamboo_chest_raft",
"cinematiccataclysm:scylla_cutscene",
"minecraft:block_display",
"alexscaves:gum_worm",
"cinematiccataclysm:maledictus_cutscene",
"drg_flares:drg_flares",
"drg_flares:drg_flare",
"cinematiccataclysm:leviathan_cutscene",
"alexscaves:gum_worm_segment",
"cinematiccataclysm:ancient_remnant_cutscene",
"avm_staff:campfire_flame",
"minecraft:text_display",
"createbigcannons:cannon_carriage",
"createbigcannons:pitch_contraption",
"minecraft:item_display",
"cinematiccataclysm:ignis_cutscene",
"voidscape:corrupted_pawn"
], ],
"disableF3": false, "disableF3": false,
"skipEntityCulling": false, "skipEntityCulling": false,
"skipBlockEntityCulling": false "skipBlockEntityCulling": false,
"blockEntityFrustumCulling": true,
"forceDisplayCulling": false,
"solidLeaves": false
} }
@@ -1,3 +1,9 @@
{ {
"ignoredConfigIds": [] "ignoredConfigIds": [
"quark",
"figura",
"emf",
"iris \u0026 3d skin layers",
"enhancedblockentities"
]
} }
@@ -0,0 +1,6 @@
{
"shaderHash": "58c08ece24354e050ba5cf69b60824e88a3483c24edeb296a552eb7f32b1a0cd",
"EPVersion": "1.9.3",
"styleReimagined": false,
"styleUnbound": true
}
@@ -0,0 +1,50 @@
# This file stores configuration options for the Euphoria Patcher mod
# Made for version 1.9.3
# Thank you for using Euphoria Patches - SpacEagle17
[display]
# Option for the sodium message popup logging.
# Default = true
doPopUpLogging = true
# Option that enables or disables the in-game shader messages, for example an update message made by the shader itself. Only works on Iris or Oculus
# Default = true
doDisplayShaderInGameMessage = true
[updates]
# Option which determines what updates the update checker considers.
# Update checker mode: 'important' (critical or big updates only), 'all' (all updates), 'none' (disabled).
# Uses the Modrinth API to fetch update information.
# Default = important
doUpdateChecking = "important"
[maintenance]
# Option that automatically renames outdated Euphoria Patches folders and config files to a new name.
# This makes it easier for users to identify which ones are outdated.
# Default = true
doRenameOldShaderFiles = true
# Option that automatically deletes outdated Euphoria Patches folders and config files.
# Default = false
doDeleteOldShaderFiles = false
[debug]
# Option that enables or disables debug logging. Alternatively, one can also set the JVM argument -DebugEP=true/false which takes priority over this setting.
# Default = false
doDebugLogging = false
[advanced]
# Here one can set alternative Shader Names which will also be generated alongside the normal one.
# This is useful if you want multiple different settings you can quickly switch between
# Default = Empty String, which means no alternative names will be generated.
# In case of multiple names, separate them with a comma
# You can also use {baseVersion} or {patchVersion} in names to insert the base shader or Euphoria Patches version.
# Example: Euphoria Saturated, Comp_{baseVersion} + EP_{patchVersion} Dark Settings, EP High Performance, etc...
alternativeShaderNames = ""
# Option that enables or disables automatic merging of the fragmented block.properties files into the main block.properties file.
# The properties files inside "Euphoria Patches/shaders/properties/" will be merged into a single block.properties file at the specified interval if any of them have changed.
# This helps organizing the files, reduces the number of entries in a single file and improves speed while editing them.
# Since they are merged automatically into the final block.properties file, the individual files can be edited without worrying about merge conflicts or losing changes.
# Default = false
autoMergeBlockProperties = false
@@ -0,0 +1,32 @@
{
"common": {
"allowTeleportComment": "Allows a player to teleport to a located structure when in creative mode, opped, or in cheat mode.",
"allowTeleport": true,
"maxNextSearchesComment": "The maximum number of times a player can search for the next instance of a located structure, excluding already-found locations. Set to 0 to disable searching for additional structure instances and make the compass always locate the nearest instance.",
"maxNextSearches": 100,
"displayCoordinatesComment": "Allows players to view the precise coordinates and distance of a located structure on the HUD, rather than relying on the direction the compass is pointing.",
"displayCoordinates": true,
"maxRadiusComment": "The maximum radius that will be searched for a structure. Raising this value will increase search accuracy but will potentially make the process more resource intensive.",
"maxRadius": 10000,
"maxSamplesComment": "The maximum number of samples to be taken when searching for a structure.",
"maxSamples": 100000,
"compassDurabilityComment": "The number of successful structure searches before the compass breaks and must be repaired. Set to 0 to disable durability.",
"compassDurability": 0,
"defaultXpLevelComment": "The default number of XP levels consumed when searching for a structure. Individual structures can be configured via perStructureXpLevels. Max of 3 levels.",
"defaultXpLevel": 0,
"perStructureXpLevelsComment": "A map of per-structure XP level costs that override defaultXpLevels. Structures not listed here use defaultXpLevels. Max of 3 levels. The wildcard character * can be used to match any number of characters, and ? can be used to match one character. Ex: {\"minecraft:buried_treasure\":3, \"minecraft:end*\":2, \"minecraft:*village*\":1}",
"perStructureXpLevels": {},
"structureBlacklistComment": "A list of structures that the compass will not display in the GUI and will not be able to search for. The wildcard character * can be used to match any number of characters, and ? can be used to match one character. Ex (ignore backslashes): [\"minecraft:stronghold\", \"minecraft:endcity\", \"minecraft:*village*\"]",
"structureBlacklist": []
},
"client": {
"displayWithChatOpenComment": "Displays compass information even while chat is open.",
"displayWithChatOpen": true,
"translateStructureNamesComment": "Attempts to translate structure names before fixing the unlocalized names. Translations may not be available for all structures.",
"translateStructureNames": true,
"overlayLineOffsetComment": "The line offset for information rendered on the HUD.",
"overlayLineOffset": 1,
"overlaySideComment": "The side for information rendered on the HUD. Ex: LEFT, RIGHT",
"overlaySide": "LEFT"
}
}
@@ -1,5 +1,5 @@
#Indigo properties file #Indigo properties file
#Thu Apr 30 22:17:43 WEST 2026 #Tue Aug 18 21:35:59 WEST 2026
always-tesselate-blocks=auto always-tesselate-blocks=auto
ambient-occlusion-mode=hybrid ambient-occlusion-mode=hybrid
debug-compare-lighting=auto debug-compare-lighting=auto
@@ -17,15 +17,21 @@ enableBulkTransferAll = true
# Should control-space-clicking an item move one of each item from that inventory at once? # Should control-space-clicking an item move one of each item from that inventory at once?
enableBulkTransferSingle = true enableBulkTransferSingle = true
# Should middle-clicking a slot sort the inventory?
enableMiddleClickSort = true
# Should holding shift and moving your mouse over items quick-transfer them without requiring each to be clicked? # Should holding shift and moving your mouse over items quick-transfer them without requiring each to be clicked?
enableShiftDrag = true enableShiftDrag = true
# Should ctrl-clicking only move one item at a time instead of the full stack? # Should ctrl-clicking only move one item at a time instead of the full stack?
enableSingleTransfer = true enableSingleTransfer = true
# Should depleted block stacks automatically be replaced from the inventory?
enableStackRefill = true
# Should broken tools automatically be replaced from the inventory?
enableToolRefill = true
# Use the client implementation even on servers that have the mod installed - only useful for development purposes. # Use the client implementation even on servers that have the mod installed - only useful for development purposes.
forceClientImplementation = false forceClientImplementation = false
# Choose how middle-click inventory sorting should behave.
inventorySorting = "CREATIVE"
@@ -0,0 +1,31 @@
# Should space-clicking move all items even if an empty slot was clicked?
allowBulkTransferAllOnEmptySlot = false
# Should space-clicking armor in the inventory swap to all matching armor?
bulkTransferArmorSets = true
# Should shift-ctrl-drop-clicking drop all items of the same type at once?
enableBulkDrop = true
# Should shift-ctrl-clicking move all items of the same type at once?
enableBulkTransfer = true
# Should space-clicking an item move all items from that inventory at once?
enableBulkTransferAll = true
# Should control-space-clicking an item move one of each item from that inventory at once?
enableBulkTransferSingle = true
# Should middle-clicking a slot sort the inventory?
enableMiddleClickSort = true
# Should holding shift and moving your mouse over items quick-transfer them without requiring each to be clicked?
enableShiftDrag = true
# Should ctrl-clicking only move one item at a time instead of the full stack?
enableSingleTransfer = true
# Use the client implementation even on servers that have the mod installed - only useful for development purposes.
forceClientImplementation = false
@@ -0,0 +1,4 @@
{
"movement": {},
"backgroundHide": {}
}
@@ -0,0 +1,4 @@
{
"movement": {},
"backgroundHide": {}
}
+2 -2
View File
@@ -1,9 +1,9 @@
#This file stores configuration options for Iris, such as the currently active shaderpack #This file stores configuration options for Iris, such as the currently active shaderpack
#Thu Apr 30 22:17:45 WEST 2026 #Tue Aug 18 21:42:38 WEST 2026
allowUnknownShaders=false allowUnknownShaders=false
colorSpace=SRGB colorSpace=SRGB
disableUpdateMessage=false disableUpdateMessage=false
enableDebugOptions=false enableDebugOptions=false
enableShaders=true enableShaders=true
maxShadowRenderDistance=32 maxShadowRenderDistance=32
shaderPack=ComplementaryUnbound_r5.7.1.zip shaderPack=ComplementaryUnbound_r5.8.1 + EuphoriaPatches_1.9.3
+2 -2
View File
@@ -168,7 +168,7 @@
"useFontShadow": false, "useFontShadow": false,
"useTextBackground": true, "useTextBackground": true,
"mainRenderingToggle": { "mainRenderingToggle": {
"enabled": true, "enabled": false,
"hotkey": { "hotkey": {
"keys": "H" "keys": "H"
} }
@@ -502,7 +502,7 @@
"overlaySpawnChunkPlayer": false, "overlaySpawnChunkPlayer": false,
"§6overlayStructureMainToggle§r": false, "§6overlayStructureMainToggle§r": false,
"§6overlayVillagerInfo§r": false, "§6overlayVillagerInfo§r": false,
"shapeRenderer": true, "shapeRenderer": false,
"§6debugDataMainToggle§r": false, "§6debugDataMainToggle§r": false,
"§6debugBeeDataEnabled§r": false, "§6debugBeeDataEnabled§r": false,
"§6debugBrainEnabled§r": false, "§6debugBrainEnabled§r": false,
@@ -2,7 +2,8 @@
"quality": { "quality": {
"weather_quality": "DEFAULT", "weather_quality": "DEFAULT",
"leaves_quality": "DEFAULT", "leaves_quality": "DEFAULT",
"enable_vignette": true "enable_vignette": true,
"use_closest_point_entity_sort": false
}, },
"advanced": { "advanced": {
"enable_memory_tracing": false, "enable_memory_tracing": false,
@@ -11,12 +12,13 @@
}, },
"performance": { "performance": {
"chunk_builder_threads": 0, "chunk_builder_threads": 0,
"always_defer_chunk_updates_v2": true, "chunk_build_defer_mode": "ALWAYS",
"animate_only_visible_textures": true, "animate_only_visible_textures": true,
"use_entity_culling": true, "use_entity_culling": true,
"use_fog_occlusion": true, "use_fog_occlusion": true,
"use_block_face_culling": true, "use_block_face_culling": true,
"use_no_error_g_l_context": true "use_no_error_g_l_context": true,
"quad_splitting_mode": "SAFE"
}, },
"notifications": { "notifications": {
"has_cleared_donation_button": true, "has_cleared_donation_button": true,
@@ -9,208 +9,208 @@
# By block ID: # By block ID:
# minecraft\:oak_log=1.0 # minecraft\:oak_log=1.0
# Scaffolding (Sound Type) # Sand (Sound Type)
SCAFFOLDING=0.0 SAND=1.0
# Netherite Block (Sound Type) # Deepslate (Sound Type)
NETHERITE_BLOCK=1.0 DEEPSLATE=1.0
# Hanging Sign (Sound Type) # Soul Sand (Sound Type)
HANGING_SIGN=1.0 SOUL_SAND=1.0
# Sculk (Sound Type) # Small Dripleaf (Sound Type)
SCULK=1.0 SMALL_DRIPLEAF=0.0
# Packed Mud (Sound Type) # Amethyst Cluster (Sound Type)
PACKED_MUD=1.0 AMETHYST_CLUSTER=1.0
# Gilded Blackstone (Sound Type) # Glass (Sound Type)
GILDED_BLACKSTONE=1.0 GLASS=0.1
# Bamboo Sapling (Sound Type) # Bamboo Sapling (Sound Type)
BAMBOO_SAPLING=0.1 BAMBOO_SAPLING=0.1
# Powder Snow (Sound Type)
POWDER_SNOW=0.1
# Nether Ore (Sound Type)
NETHER_ORE=1.0
# Moss Carpet (Sound Type)
MOSS_CARPET=0.1
# Cherry Wood Hanging Sign (Sound Type)
CHERRY_WOOD_HANGING_SIGN=1.0
# Nylium (Sound Type)
NYLIUM=1.0
# Pointed Dripstone (Sound Type)
POINTED_DRIPSTONE=0.0
# Honey Block (Sound Type)
HONEY_BLOCK=0.5
# Nether Gold Ore (Sound Type)
NETHER_GOLD_ORE=1.0
# Twisting Vines (Sound Type)
TWISTING_VINES=0.0
# Bamboo Wood (Sound Type)
BAMBOO_WOOD=1.0
# Polished Deepslate (Sound Type)
POLISHED_DEEPSLATE=1.0
# Sweet Berry Bush (Sound Type)
SWEET_BERRY_BUSH=0.0
# Deepslate Bricks (Sound Type)
DEEPSLATE_BRICKS=1.0
# Calcite (Sound Type)
CALCITE=1.0
# Lodestone (Sound Type)
LODESTONE=1.0
# Deepslate Tiles (Sound Type)
DEEPSLATE_TILES=1.0
# Nether Wood (Sound Type)
NETHER_WOOD=1.0
# Grass (Sound Type)
GRASS=1.0
# Azalea Leaves (Sound Type)
AZALEA_LEAVES=1.0
# Cherry Leaves (Sound Type)
CHERRY_LEAVES=1.0
# Netherrack (Sound Type)
NETHERRACK=1.0
# Sculk Sensor (Sound Type)
SCULK_SENSOR=1.0
# Frogspawn (Sound Type)
FROGSPAWN=1.0
# Wood (Sound Type)
WOOD=1.0
# Hanging Roots (Sound Type)
HANGING_ROOTS=1.0
# Wart Block (Sound Type)
WART_BLOCK=1.0
# Sculk Shrieker (Sound Type)
SCULK_SHRIEKER=1.0
# Basalt (Sound Type)
BASALT=1.0
# Stone (Sound Type)
STONE=1.0
# Moss (Sound Type)
MOSS=0.75
# Sculk Catalyst (Sound Type)
SCULK_CATALYST=1.0
# Hard Crop (Sound Type) # Hard Crop (Sound Type)
HARD_CROP=1.0 HARD_CROP=1.0
# Coral Block (Sound Type) # Wool (Sound Type)
CORAL_BLOCK=1.0 WOOL=1.5
# Muddy Mangrove Roots (Sound Type) # Sweet Berry Bush (Sound Type)
MUDDY_MANGROVE_ROOTS=1.0 SWEET_BERRY_BUSH=0.0
# Mud Bricks (Sound Type) # Moss (Sound Type)
MUD_BRICKS=1.0 MOSS=0.75
# Fungus (Sound Type) # Mangrove Roots (Sound Type)
FUNGUS=0.0 MANGROVE_ROOTS=1.0
# Suspicious Gravel (Sound Type)
SUSPICIOUS_GRAVEL=1.0
# Decorated Pot (Sound Type)
DECORATED_POT=1.0
# Copper (Sound Type) # Copper (Sound Type)
COPPER=1.0 COPPER=1.0
# Candle (Sound Type) # Fungus (Sound Type)
CANDLE=1.0 FUNGUS=0.0
# Lantern (Sound Type) # Lantern (Sound Type)
LANTERN=1.0 LANTERN=1.0
# Suspicious Sand (Sound Type)
SUSPICIOUS_SAND=1.0
# Shroomlight (Sound Type)
SHROOMLIGHT=1.0
# Honey Block (Sound Type)
HONEY_BLOCK=0.5
# Sculk Shrieker (Sound Type)
SCULK_SHRIEKER=1.0
# Bamboo (Sound Type)
BAMBOO=0.1
# Nylium (Sound Type)
NYLIUM=1.0
# Moss Carpet (Sound Type)
MOSS_CARPET=0.1
# Ancient Debris (Sound Type)
ANCIENT_DEBRIS=1.0
# Scaffolding (Sound Type)
SCAFFOLDING=0.0
# Soul Soil (Sound Type)
SOUL_SOIL=1.0
# Pointed Dripstone (Sound Type)
POINTED_DRIPSTONE=0.0
# Nether Bricks (Sound Type)
NETHER_BRICKS=1.0
# Nether Wood (Sound Type)
NETHER_WOOD=1.0
# Cherry Sapling (Sound Type)
CHERRY_SAPLING=1.0
# Lodestone (Sound Type)
LODESTONE=1.0
# Slime Block (Sound Type)
SLIME_BLOCK=1.0
# Powder Snow (Sound Type)
POWDER_SNOW=0.1
# Bone Block (Sound Type)
BONE_BLOCK=1.0
# Nether Sprouts (Sound Type)
NETHER_SPROUTS=1.0
# Sculk Sensor (Sound Type)
SCULK_SENSOR=1.0
# Hanging Roots (Sound Type)
HANGING_ROOTS=1.0
# Spore Blossom (Sound Type)
SPORE_BLOSSOM=0.0
# Muddy Mangrove Roots (Sound Type)
MUDDY_MANGROVE_ROOTS=1.0
# Stem (Sound Type)
STEM=1.0
# Chain (Sound Type)
CHAIN=0.0
# Cave Vines (Sound Type)
CAVE_VINES=1.0
# Weeping Vines (Sound Type)
WEEPING_VINES=0.0
# Froglight (Sound Type)
FROGLIGHT=1.0
# Dripstone Block (Sound Type) # Dripstone Block (Sound Type)
DRIPSTONE_BLOCK=1.0 DRIPSTONE_BLOCK=1.0
# Amethyst (Sound Type) # Amethyst (Sound Type)
AMETHYST=1.0 AMETHYST=1.0
# Amethyst Cluster (Sound Type) # Wood (Sound Type)
AMETHYST_CLUSTER=1.0 WOOD=1.0
# Lily Pad (Sound Type)
LILY_PAD=0.0
# Stem (Sound Type)
STEM=1.0
# Nether Bricks (Sound Type)
NETHER_BRICKS=1.0
# Bamboo Wood Hanging Sign (Sound Type)
BAMBOO_WOOD_HANGING_SIGN=1.0
# Big Dripleaf (Sound Type)
BIG_DRIPLEAF=1.0
# Bone Block (Sound Type)
BONE_BLOCK=1.0
# Azalea (Sound Type)
AZALEA=1.0
# Small Dripleaf (Sound Type)
SMALL_DRIPLEAF=0.0
# Vine (Sound Type)
VINE=0.0
# Shroomlight (Sound Type)
SHROOMLIGHT=1.0
# Medium Amethyst Bud (Sound Type)
MEDIUM_AMETHYST_BUD=0.0
# Mangrove Roots (Sound Type)
MANGROVE_ROOTS=1.0
# Decorated Pot Cracked (Sound Type)
DECORATED_POT_CRACKED=1.0
# Froglight (Sound Type)
FROGLIGHT=1.0
# Decorated Pot (Sound Type)
DECORATED_POT=1.0
# Nether Sprouts (Sound Type)
NETHER_SPROUTS=1.0
# Small Amethyst Bud (Sound Type)
SMALL_AMETHYST_BUD=0.0
# Wet Grass (Sound Type)
WET_GRASS=0.1
# Nether Wart (Sound Type)
NETHER_WART=1.0
# Sculk Vein (Sound Type)
SCULK_VEIN=1.0
# Deepslate (Sound Type)
DEEPSLATE=1.0
# Chain (Sound Type)
CHAIN=0.0
# Anvil (Sound Type)
ANVIL=1.0
# Rooted Dirt (Sound Type)
ROOTED_DIRT=1.0
# Soul Soil (Sound Type)
SOUL_SOIL=1.0
# Suspicious Gravel (Sound Type)
SUSPICIOUS_GRAVEL=1.0
# Snow (Sound Type)
SNOW=0.1
# Metal (Sound Type)
METAL=1.0
# Tuff (Sound Type)
TUFF=1.0
# Flowering Azalea (Sound Type)
FLOWERING_AZALEA=1.0
# Ancient Debris (Sound Type)
ANCIENT_DEBRIS=1.0
# Glow Lichen (Sound Type)
GLOW_LICHEN=0.0
# Suspicious Sand (Sound Type)
SUSPICIOUS_SAND=1.0
# Cherry Wood (Sound Type)
CHERRY_WOOD=1.0
# Slime Block (Sound Type)
SLIME_BLOCK=1.0
# Wool (Sound Type)
WOOL=1.5
# Mud (Sound Type)
MUD=1.0
# Glass (Sound Type)
GLASS=0.1
# Large Amethyst Bud (Sound Type)
LARGE_AMETHYST_BUD=0.0
# Gravel (Sound Type)
GRAVEL=1.0
# Sand (Sound Type)
SAND=1.0
# Cave Vines (Sound Type)
CAVE_VINES=1.0
# Roots (Sound Type)
ROOTS=0.0
# Soul Sand (Sound Type)
SOUL_SAND=1.0
# Spore Blossom (Sound Type)
SPORE_BLOSSOM=0.0
# Chiseled Bookshelf (Sound Type) # Chiseled Bookshelf (Sound Type)
CHISELED_BOOKSHELF=1.0 CHISELED_BOOKSHELF=1.0
# Nether Wood Hanging Sign (Sound Type) # Deepslate Bricks (Sound Type)
NETHER_WOOD_HANGING_SIGN=1.0 DEEPSLATE_BRICKS=1.0
# Ladder (Sound Type) # Flowering Azalea (Sound Type)
LADDER=0.0 FLOWERING_AZALEA=1.0
# Bamboo (Sound Type) # Packed Mud (Sound Type)
BAMBOO=0.1 PACKED_MUD=1.0
# Cherry Sapling (Sound Type) # Nether Wart (Sound Type)
CHERRY_SAPLING=1.0 NETHER_WART=1.0
# Snow (Sound Type)
SNOW=0.1
# Roots (Sound Type)
ROOTS=0.0
# Mud Bricks (Sound Type)
MUD_BRICKS=1.0
# Frogspawn (Sound Type)
FROGSPAWN=1.0
# Cherry Leaves (Sound Type)
CHERRY_LEAVES=1.0
# Anvil (Sound Type)
ANVIL=1.0
# Azalea Leaves (Sound Type)
AZALEA_LEAVES=1.0
# Calcite (Sound Type)
CALCITE=1.0
# Vine (Sound Type)
VINE=0.0
# Large Amethyst Bud (Sound Type)
LARGE_AMETHYST_BUD=0.0
# Polished Deepslate (Sound Type)
POLISHED_DEEPSLATE=1.0
# Netherite Block (Sound Type)
NETHERITE_BLOCK=1.0
# Cherry Wood Hanging Sign (Sound Type)
CHERRY_WOOD_HANGING_SIGN=1.0
# Crop (Sound Type) # Crop (Sound Type)
CROP=0.0 CROP=0.0
# Weeping Vines (Sound Type) # Small Amethyst Bud (Sound Type)
WEEPING_VINES=0.0 SMALL_AMETHYST_BUD=0.0
# Netherrack (Sound Type)
NETHERRACK=1.0
# Nether Wood Hanging Sign (Sound Type)
NETHER_WOOD_HANGING_SIGN=1.0
# Big Dripleaf (Sound Type)
BIG_DRIPLEAF=1.0
# Twisting Vines (Sound Type)
TWISTING_VINES=0.0
# Deepslate Tiles (Sound Type)
DEEPSLATE_TILES=1.0
# Nether Ore (Sound Type)
NETHER_ORE=1.0
# Decorated Pot Cracked (Sound Type)
DECORATED_POT_CRACKED=1.0
# Sculk Catalyst (Sound Type)
SCULK_CATALYST=1.0
# Glow Lichen (Sound Type)
GLOW_LICHEN=0.0
# Cherry Wood (Sound Type)
CHERRY_WOOD=1.0
# Bamboo Wood Hanging Sign (Sound Type)
BAMBOO_WOOD_HANGING_SIGN=1.0
# Ladder (Sound Type)
LADDER=0.0
# Basalt (Sound Type)
BASALT=1.0
# Lily Pad (Sound Type)
LILY_PAD=0.0
# Bamboo Wood (Sound Type)
BAMBOO_WOOD=1.0
# Candle (Sound Type)
CANDLE=1.0
# Sculk (Sound Type)
SCULK=1.0
# Medium Amethyst Bud (Sound Type)
MEDIUM_AMETHYST_BUD=0.0
# Tuff (Sound Type)
TUFF=1.0
# Nether Gold Ore (Sound Type)
NETHER_GOLD_ORE=1.0
# Grass (Sound Type)
GRASS=1.0
# Stone (Sound Type)
STONE=1.0
# Wart Block (Sound Type)
WART_BLOCK=1.0
# Hanging Sign (Sound Type)
HANGING_SIGN=1.0
# Metal (Sound Type)
METAL=1.0
# Coral Block (Sound Type)
CORAL_BLOCK=1.0
# Azalea (Sound Type)
AZALEA=1.0
# Gravel (Sound Type)
GRAVEL=1.0
# Wet Grass (Sound Type)
WET_GRASS=0.1
# Mud (Sound Type)
MUD=1.0
# Gilded Blackstone (Sound Type)
GILDED_BLACKSTONE=1.0
# Sculk Vein (Sound Type)
SCULK_VEIN=1.0
# Rooted Dirt (Sound Type)
ROOTED_DIRT=1.0
# Water (Block) # Water (Block)
minecraft\:water=0.25 minecraft\:water=0.25
# Lava (Block) # Lava (Block)
@@ -9,205 +9,205 @@
# By block ID: # By block ID:
# minecraft\:oak_log=1.0 # minecraft\:oak_log=1.0
# Scaffolding (Sound Type) # Sand (Sound Type)
SCAFFOLDING=0.5 SAND=0.2
# Netherite Block (Sound Type) # Deepslate (Sound Type)
NETHERITE_BLOCK=1.5 DEEPSLATE=1.5
# Hanging Sign (Sound Type) # Soul Sand (Sound Type)
HANGING_SIGN=0.5 SOUL_SAND=0.2
# Sculk (Sound Type) # Small Dripleaf (Sound Type)
SCULK=0.5 SMALL_DRIPLEAF=0.5
# Packed Mud (Sound Type) # Amethyst Cluster (Sound Type)
PACKED_MUD=0.5 AMETHYST_CLUSTER=0.5
# Gilded Blackstone (Sound Type) # Glass (Sound Type)
GILDED_BLACKSTONE=0.5 GLASS=0.75
# Bamboo Sapling (Sound Type) # Bamboo Sapling (Sound Type)
BAMBOO_SAPLING=0.5 BAMBOO_SAPLING=0.5
# Powder Snow (Sound Type)
POWDER_SNOW=0.5
# Nether Ore (Sound Type)
NETHER_ORE=1.1
# Moss Carpet (Sound Type)
MOSS_CARPET=0.5
# Cherry Wood Hanging Sign (Sound Type)
CHERRY_WOOD_HANGING_SIGN=0.5
# Nylium (Sound Type)
NYLIUM=0.5
# Pointed Dripstone (Sound Type)
POINTED_DRIPSTONE=0.5
# Honey Block (Sound Type)
HONEY_BLOCK=0.1
# Nether Gold Ore (Sound Type)
NETHER_GOLD_ORE=1.1
# Twisting Vines (Sound Type)
TWISTING_VINES=0.5
# Bamboo Wood (Sound Type)
BAMBOO_WOOD=0.5
# Polished Deepslate (Sound Type)
POLISHED_DEEPSLATE=1.5
# Sweet Berry Bush (Sound Type)
SWEET_BERRY_BUSH=0.5
# Deepslate Bricks (Sound Type)
DEEPSLATE_BRICKS=1.5
# Calcite (Sound Type)
CALCITE=1.5
# Lodestone (Sound Type)
LODESTONE=0.5
# Deepslate Tiles (Sound Type)
DEEPSLATE_TILES=1.5
# Nether Wood (Sound Type)
NETHER_WOOD=0.5
# Grass (Sound Type)
GRASS=0.3
# Azalea Leaves (Sound Type)
AZALEA_LEAVES=0.5
# Cherry Leaves (Sound Type)
CHERRY_LEAVES=0.5
# Netherrack (Sound Type)
NETHERRACK=1.1
# Sculk Sensor (Sound Type)
SCULK_SENSOR=0.5
# Frogspawn (Sound Type)
FROGSPAWN=0.5
# Wood (Sound Type)
WOOD=0.4
# Hanging Roots (Sound Type)
HANGING_ROOTS=0.5
# Wart Block (Sound Type)
WART_BLOCK=0.5
# Sculk Shrieker (Sound Type)
SCULK_SHRIEKER=0.5
# Basalt (Sound Type)
BASALT=1.5
# Stone (Sound Type)
STONE=1.5
# Moss (Sound Type)
MOSS=0.1
# Sculk Catalyst (Sound Type)
SCULK_CATALYST=0.5
# Hard Crop (Sound Type) # Hard Crop (Sound Type)
HARD_CROP=0.5 HARD_CROP=0.5
# Coral Block (Sound Type) # Wool (Sound Type)
CORAL_BLOCK=0.2 WOOL=0.1
# Muddy Mangrove Roots (Sound Type) # Sweet Berry Bush (Sound Type)
MUDDY_MANGROVE_ROOTS=0.5 SWEET_BERRY_BUSH=0.5
# Mud Bricks (Sound Type) # Moss (Sound Type)
MUD_BRICKS=0.5 MOSS=0.1
# Fungus (Sound Type) # Mangrove Roots (Sound Type)
FUNGUS=0.5 MANGROVE_ROOTS=0.5
# Suspicious Gravel (Sound Type)
SUSPICIOUS_GRAVEL=0.5
# Decorated Pot (Sound Type)
DECORATED_POT=0.5
# Copper (Sound Type) # Copper (Sound Type)
COPPER=1.25 COPPER=1.25
# Candle (Sound Type) # Fungus (Sound Type)
CANDLE=0.5 FUNGUS=0.5
# Lantern (Sound Type) # Lantern (Sound Type)
LANTERN=0.5 LANTERN=0.5
# Suspicious Sand (Sound Type)
SUSPICIOUS_SAND=0.5
# Shroomlight (Sound Type)
SHROOMLIGHT=0.5
# Honey Block (Sound Type)
HONEY_BLOCK=0.1
# Sculk Shrieker (Sound Type)
SCULK_SHRIEKER=0.5
# Bamboo (Sound Type)
BAMBOO=0.5
# Nylium (Sound Type)
NYLIUM=0.5
# Moss Carpet (Sound Type)
MOSS_CARPET=0.5
# Ancient Debris (Sound Type)
ANCIENT_DEBRIS=0.5
# Scaffolding (Sound Type)
SCAFFOLDING=0.5
# Soul Soil (Sound Type)
SOUL_SOIL=0.2
# Pointed Dripstone (Sound Type)
POINTED_DRIPSTONE=0.5
# Nether Bricks (Sound Type)
NETHER_BRICKS=1.5
# Nether Wood (Sound Type)
NETHER_WOOD=0.5
# Cherry Sapling (Sound Type)
CHERRY_SAPLING=0.5
# Lodestone (Sound Type)
LODESTONE=0.5
# Slime Block (Sound Type)
SLIME_BLOCK=0.5
# Powder Snow (Sound Type)
POWDER_SNOW=0.5
# Bone Block (Sound Type)
BONE_BLOCK=1.5
# Nether Sprouts (Sound Type)
NETHER_SPROUTS=0.5
# Sculk Sensor (Sound Type)
SCULK_SENSOR=0.5
# Hanging Roots (Sound Type)
HANGING_ROOTS=0.5
# Spore Blossom (Sound Type)
SPORE_BLOSSOM=0.5
# Muddy Mangrove Roots (Sound Type)
MUDDY_MANGROVE_ROOTS=0.5
# Stem (Sound Type)
STEM=0.4
# Chain (Sound Type)
CHAIN=0.5
# Cave Vines (Sound Type)
CAVE_VINES=0.5
# Weeping Vines (Sound Type)
WEEPING_VINES=0.5
# Froglight (Sound Type)
FROGLIGHT=0.5
# Dripstone Block (Sound Type) # Dripstone Block (Sound Type)
DRIPSTONE_BLOCK=0.5 DRIPSTONE_BLOCK=0.5
# Amethyst (Sound Type) # Amethyst (Sound Type)
AMETHYST=1.5 AMETHYST=1.5
# Amethyst Cluster (Sound Type) # Wood (Sound Type)
AMETHYST_CLUSTER=0.5 WOOD=0.4
# Lily Pad (Sound Type)
LILY_PAD=0.5
# Stem (Sound Type)
STEM=0.4
# Nether Bricks (Sound Type)
NETHER_BRICKS=1.5
# Bamboo Wood Hanging Sign (Sound Type)
BAMBOO_WOOD_HANGING_SIGN=0.5
# Big Dripleaf (Sound Type)
BIG_DRIPLEAF=0.5
# Bone Block (Sound Type)
BONE_BLOCK=1.5
# Azalea (Sound Type)
AZALEA=0.5
# Small Dripleaf (Sound Type)
SMALL_DRIPLEAF=0.5
# Vine (Sound Type)
VINE=0.5
# Shroomlight (Sound Type)
SHROOMLIGHT=0.5
# Medium Amethyst Bud (Sound Type)
MEDIUM_AMETHYST_BUD=0.5
# Mangrove Roots (Sound Type)
MANGROVE_ROOTS=0.5
# Decorated Pot Cracked (Sound Type)
DECORATED_POT_CRACKED=0.5
# Froglight (Sound Type)
FROGLIGHT=0.5
# Decorated Pot (Sound Type)
DECORATED_POT=0.5
# Nether Sprouts (Sound Type)
NETHER_SPROUTS=0.5
# Small Amethyst Bud (Sound Type)
SMALL_AMETHYST_BUD=0.5
# Wet Grass (Sound Type)
WET_GRASS=0.5
# Nether Wart (Sound Type)
NETHER_WART=0.5
# Sculk Vein (Sound Type)
SCULK_VEIN=0.5
# Deepslate (Sound Type)
DEEPSLATE=1.5
# Chain (Sound Type)
CHAIN=0.5
# Anvil (Sound Type)
ANVIL=0.5
# Rooted Dirt (Sound Type)
ROOTED_DIRT=0.5
# Soul Soil (Sound Type)
SOUL_SOIL=0.2
# Suspicious Gravel (Sound Type)
SUSPICIOUS_GRAVEL=0.5
# Snow (Sound Type)
SNOW=0.15
# Metal (Sound Type)
METAL=1.25
# Tuff (Sound Type)
TUFF=1.5
# Flowering Azalea (Sound Type)
FLOWERING_AZALEA=0.5
# Ancient Debris (Sound Type)
ANCIENT_DEBRIS=0.5
# Glow Lichen (Sound Type)
GLOW_LICHEN=0.5
# Suspicious Sand (Sound Type)
SUSPICIOUS_SAND=0.5
# Cherry Wood (Sound Type)
CHERRY_WOOD=0.5
# Slime Block (Sound Type)
SLIME_BLOCK=0.5
# Wool (Sound Type)
WOOL=0.1
# Mud (Sound Type)
MUD=0.5
# Glass (Sound Type)
GLASS=0.75
# Large Amethyst Bud (Sound Type)
LARGE_AMETHYST_BUD=0.5
# Gravel (Sound Type)
GRAVEL=0.3
# Sand (Sound Type)
SAND=0.2
# Cave Vines (Sound Type)
CAVE_VINES=0.5
# Roots (Sound Type)
ROOTS=0.5
# Soul Sand (Sound Type)
SOUL_SAND=0.2
# Spore Blossom (Sound Type)
SPORE_BLOSSOM=0.5
# Chiseled Bookshelf (Sound Type) # Chiseled Bookshelf (Sound Type)
CHISELED_BOOKSHELF=0.5 CHISELED_BOOKSHELF=0.5
# Nether Wood Hanging Sign (Sound Type) # Deepslate Bricks (Sound Type)
NETHER_WOOD_HANGING_SIGN=0.5 DEEPSLATE_BRICKS=1.5
# Ladder (Sound Type) # Flowering Azalea (Sound Type)
LADDER=0.5 FLOWERING_AZALEA=0.5
# Bamboo (Sound Type) # Packed Mud (Sound Type)
BAMBOO=0.5 PACKED_MUD=0.5
# Cherry Sapling (Sound Type) # Nether Wart (Sound Type)
CHERRY_SAPLING=0.5 NETHER_WART=0.5
# Snow (Sound Type)
SNOW=0.15
# Roots (Sound Type)
ROOTS=0.5
# Mud Bricks (Sound Type)
MUD_BRICKS=0.5
# Frogspawn (Sound Type)
FROGSPAWN=0.5
# Cherry Leaves (Sound Type)
CHERRY_LEAVES=0.5
# Anvil (Sound Type)
ANVIL=0.5
# Azalea Leaves (Sound Type)
AZALEA_LEAVES=0.5
# Calcite (Sound Type)
CALCITE=1.5
# Vine (Sound Type)
VINE=0.5
# Large Amethyst Bud (Sound Type)
LARGE_AMETHYST_BUD=0.5
# Polished Deepslate (Sound Type)
POLISHED_DEEPSLATE=1.5
# Netherite Block (Sound Type)
NETHERITE_BLOCK=1.5
# Cherry Wood Hanging Sign (Sound Type)
CHERRY_WOOD_HANGING_SIGN=0.5
# Crop (Sound Type) # Crop (Sound Type)
CROP=0.5 CROP=0.5
# Weeping Vines (Sound Type) # Small Amethyst Bud (Sound Type)
WEEPING_VINES=0.5 SMALL_AMETHYST_BUD=0.5
# Netherrack (Sound Type)
NETHERRACK=1.1
# Nether Wood Hanging Sign (Sound Type)
NETHER_WOOD_HANGING_SIGN=0.5
# Big Dripleaf (Sound Type)
BIG_DRIPLEAF=0.5
# Twisting Vines (Sound Type)
TWISTING_VINES=0.5
# Deepslate Tiles (Sound Type)
DEEPSLATE_TILES=1.5
# Nether Ore (Sound Type)
NETHER_ORE=1.1
# Decorated Pot Cracked (Sound Type)
DECORATED_POT_CRACKED=0.5
# Sculk Catalyst (Sound Type)
SCULK_CATALYST=0.5
# Glow Lichen (Sound Type)
GLOW_LICHEN=0.5
# Cherry Wood (Sound Type)
CHERRY_WOOD=0.5
# Bamboo Wood Hanging Sign (Sound Type)
BAMBOO_WOOD_HANGING_SIGN=0.5
# Ladder (Sound Type)
LADDER=0.5
# Basalt (Sound Type)
BASALT=1.5
# Lily Pad (Sound Type)
LILY_PAD=0.5
# Bamboo Wood (Sound Type)
BAMBOO_WOOD=0.5
# Candle (Sound Type)
CANDLE=0.5
# Sculk (Sound Type)
SCULK=0.5
# Medium Amethyst Bud (Sound Type)
MEDIUM_AMETHYST_BUD=0.5
# Tuff (Sound Type)
TUFF=1.5
# Nether Gold Ore (Sound Type)
NETHER_GOLD_ORE=1.1
# Grass (Sound Type)
GRASS=0.3
# Stone (Sound Type)
STONE=1.5
# Wart Block (Sound Type)
WART_BLOCK=0.5
# Hanging Sign (Sound Type)
HANGING_SIGN=0.5
# Metal (Sound Type)
METAL=1.25
# Coral Block (Sound Type)
CORAL_BLOCK=0.2
# Azalea (Sound Type)
AZALEA=0.5
# Gravel (Sound Type)
GRAVEL=0.3
# Wet Grass (Sound Type)
WET_GRASS=0.5
# Mud (Sound Type)
MUD=0.5
# Gilded Blackstone (Sound Type)
GILDED_BLACKSTONE=0.5
# Sculk Vein (Sound Type)
SCULK_VEIN=0.5
# Rooted Dirt (Sound Type)
ROOTED_DIRT=0.5
@@ -8,6 +8,7 @@
"showTimeUntilDawn": true, "showTimeUntilDawn": true,
"showTimeUntilDusk": true, "showTimeUntilDusk": true,
"sendNotEnoughPlayersSleepingMessage": true, "sendNotEnoughPlayersSleepingMessage": true,
"clearWeatherAfterSleeping": true,
"allowDaySleeping": false, "allowDaySleeping": false,
"sleepSpeedCurve": "LINEAR", "sleepSpeedCurve": "LINEAR",
"sleepSpeedMultiplier": 25.0, "sleepSpeedMultiplier": 25.0,
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