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openblocks.cfg
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# Configuration file
additional {
# List any mob names (like 'minecraft:bat') you want disabled on the server
S:disableMobNames <
>
# Should player inventories be stored after death (can be later restored with ob_inventory command)
B:dumpDeadPlayersInventories=true
}
blocks {
B:auto_anvil=true
B:auto_enchantment_table=true
B:beartrap=true
B:big_button=true
B:big_button_wood=true
B:block_breaker=true
B:block_placer=true
B:builder_guide=true
B:cannon=true
B:canvas=true
B:canvas_glass=true
B:donation_station=true
B:drawing_table=true
B:elevator=true
B:elevator_rotating=true
B:fan=true
B:flag=true
B:golden_egg=true
B:grave=false
B:guide=true
B:heal=true
B:imaginary=true
B:item_dropper=true
B:ladder=true
B:paint_can=true
B:paint_mixer=true
B:path=true
B:projector=true
B:rope_ladder=true
B:scaffolding=true
B:sky=true
B:sponge=true
B:sprinkler=true
B:tank=true
B:target=true
B:trophy=true
B:vacuum_hopper=true
B:village_highlighter=true
B:xp_bottler=true
B:xp_drain=true
B:xp_shower=true
}
breaker {
# Maximum number of actions that can be performed by block breaker in single tick
I:actionLimit=16
}
canvas {
# Controls number of textures allocated for canvas. Increase if canvas blocks stop rendering properly (get empty sides). To re-apply, reload textures
I:canvasTexturePoolSize=256
# If true, paintbrush will replace suitable blocks with canvas. Otherwise, it will only try to paint blocks
B:paintbrushReplacesBlocks=true
# List of block ids that should not be replaceable by canvas (by using brush, stencil, etc)
S:replaceBlacklist <
>
}
cartographer {
# List of blocks that should be invisible to cartographer. Example: id:3, OpenBlocks:openblocks_radio (case sensitive)
S:blockBlacklist <
>
# Should invalid height map request be always reported
B:reportInvalidRequest=false
}
crane {
# Enable magnet turtles
B:addTurtles=true
# Use shift to control crane direction (otherwise, toggle every time)
B:boringMode=true
# Enable collision checking of crane arm
B:doCraneCollisionCheck=true
# List of resource location names of blocks that can be picked by magnet
S:magnetBlockWhitelist <
>
# List of resource location names of entities that can be picked by magnet
S:magnetEntityWhitelist <
>
# List of resource location names of tile entities that can be picked by magnet
S:magnetTileEntityWhitelist <
>
# Show magnet turtles in creative list
B:showTurtles=true
# Maximal distance from turtle to magnet when deactivating
D:turtleMagnetDeactivateRange=3.0
# Range of magnet CC peripheral
D:turtleMagnetRange=32.0
}
cursor {
# Maximum distance cursor can reach (warning: increasing may cause crashes)
I:cursorMaxDistance=64
}
debug {
# Show structures found by golden eye
B:goldenEyeDebug=false
# Dump extra amount of data, every time grave is created
B:gravesDebug=false
}
devnull {
# Color of contained stack size in GUI
I:countColor=16776960
# If true, /dev/null will require sneaking in addition to clicking air to open gui
B:sneakClickToGui=true
}
dropblock {
# Should elevator move player to center of block after teleporting
B:centerOnBlock=true
# XP consumed by elevator (total amount = ratio * distance)
D:elevatorXpDrainRatio=0.0
# Disable limit of blocks between elevators (equivalent to maxPassThrough = infinity)
B:ignoreAllBlocks=true
# The elevator will ignore half blocks when counting the blocks it can pass through
B:ignoreHalfBlocks=false
# The elevator will try to pass through blocks that have custom collision boxes
B:irregularBlocksArePassable=true
# The maximum amount of blocks the elevator can pass through before the teleport fails
I:maxPassThrough=4
# Use to configure blocks as elevators. Examples: 'minecraft:wool' - configure any wool as white elevator, 'minecraft:wool#color=light_blue;yellow' - configure lightblue wool as yellow elevator
S:overrides <
>
# The range of the drop block
I:searchDistance=20
# Defines blocks that are handled specially by elevators. Entries are in form <modId>:<blockName>:<action> or id:<blockId>:<action>. Possible actions: abort (elevator can't pass block), increment (counts for elevatorMaxBlockPassCount limit) and ignore
S:specialBlockRules <
>
}
egg {
# Can golden egg pick blocks while hatching (may lead to glitches)
B:pickBlocks=true
}
fan {
# Maximum force applied every tick to entities nearby (linear decay)
D:fanForce=0.05
# Range of fan in blocks
D:fanRange=10.0
# Is fan force controlled by redstone current
B:isRedstoneActivated=true
}
features {
# Other fluids accepted instead liquid XP
S:additionalXpFluids <
"experience:20"
>
# Explosive enchant can break blocks at level 3
B:explosiveEnchantGrief=true
# Is 'Explosive' enchantment enabled
B:explosiveEnchantment=true
# Is 'Flim-flam' enchantment enabled
B:flimFlamEnchantment=true
# Should every player get info book on first login
B:infoBook=true
# Is 'Last Stand' enchantment enabled
B:lastStandEnchantment=true
# Formula for XP cost (variables: hp,dmg,ench,xp). Note: calculation only triggers when hp - dmg < 1.
S:lastStandFormula=max(1, 50*(1-(hp-dmg))/ench)
# Storage in mB needed to store single XP point
I:xpToLiquidRatio=20
}
glasses {
# 0.0 - no visible change to world, 1.0 - world fully obscured
D:opacity=0.7
# Use texture for obscuring world
B:useTexture=true
}
glyphs {
# Should glyphs be added to creative search GUI
B:showInCreativeSearch=false
}
graves {
# Can grave spawn single block of dirt when it has no block under?
B:canSpawnBase=true
# Try to overwrite blocks with graves if no suitable place is found on first try
B:destructiveGraves=false
# Maximal height where grave should be spawned (default value selected to prevent spawning in bedrock)
I:maximalPosY=249
# Minimal height where grave should be spawned (default value selected to prevent spawning in bedrock)
I:minimalPosY=6
# Require gravestone to be in a player's inventory (it is consumed)
B:requiresGraveInInv=false
# Spawn rate, range: 0..1, default: about 1 per 50s
D:skeletonSpawnRate=0.002
# Size of cube searched for spaces suitable for grave spawning
I:spawnRange=10
# Should grave randomly spawn skeletons
B:spawnSkeletons=true
# Frequency of special action on grave digging, 0..1
D:specialActionFrequency=0.03
# Store contents of spawned graves into separate NBT files (can later be restored with ob_inventory command)
B:storeContents=true
}
guide {
# How builder guide should react to redstone. 0 - not sensitive, 1 - powered == on, -1 - inverted
I:redstoneSensitivity=1
# Square of guide maximum render distance
D:renderDistanceSq=65536.0
# Try to use advanced OpenGL for performance improvement
B:useAdvancedRenderer=true
}
hacks {
# Enable experimental features that may be buggy or broken entirely
B:enableExperimentalFeatures=false
}
hangglider {
# Enable a whole new level of hanggliding experience through thermal lift. See keybindings for acoustic vario controls
B:enableThermal=false
}
imaginary {
# Speed of imaginary blocks fading/appearing
D:fadingSpeed=0.0075
# Number of newly created crayon/pencil uses
D:numberOfUses=10.0
}
itemdropper {
# Maximum speed that can be set in item dropper GUI
D:maxItemDropSpeed=4.0
}
items {
B:cartographer=true
B:crane_backpack=true
B:crane_control=true
B:crayon_glasses=true
B:cursor=true
B:dev_null=true
B:empty_map=true
B:epic_eraser=true
B:generic=true
B:generic_unstackable=true
B:glyph=true
B:golden_eye=true
B:hang_glider=true
B:height_map=true
B:info_book=true
B:luggage=true
B:paintbrush=true
B:pedometer=true
B:pencil_glasses=true
B:serious_glasses=true
B:sleeping_bag=true
B:slimalyzer=true
B:sonic_glasses=true
B:sponge_on_a_stick=true
B:squeegee=true
B:stencil=true
B:tasty_clay=true
B:technicolor_glasses=true
B:wrench=true
B:xp_bucket=true
}
ladder {
# If true, ladders will behave in old way: single item will place ladder all the way down, but it will not drop when broken
B:infiniteMode=false
}
loot {
B:technicolorGlasses=true
}
magnet {
# Can crane magnet pick block?
B:pickBlocks=true
# Can crane magnet pick entities?
B:pickEntities=true
}
placer {
# Maximum number of actions that can be performed by block placer in single tick
I:actionLimit=16
}
projector {
# The projector's cone will use the specified brightness value to render.
# Value must be between 0 and 255 inclusive. To use the default world brightness set -1 as the value.
# Keep in mind that default brightness means that the cone will render as light blue during the day and dark blue during the night.
I:brightness=-1
# Level of light emitted by the active projector. Defaults to 10. Must be at maximum 15 and positive
I:lightLevel=10
# Projector will light up whenever it is displaying a map
B:lightUpWhenWorking=true
# Projector will render a holographic cone whenever active
B:renderHolographicCone=true
}
radio {
# Should add radio villager profession
B:radioVillagerEnabled=true
}
scaffolding {
# The rate at which scaffolding should break. 0 - fastest
I:despawnRate=4
}
skyblock {
# Forces skyblock rendering even when Optifine is enabled (warning: skyblocks may be incompatible with shaders!)
B:optifineOverride=true
# Enables skyblock rendering. Disable when there are graphic glitches or performance problems. Requires resource reload after change.
B:renderingEnabled=true
}
sponge {
# Should sponge block update neighbours after liquid removal?
B:blockUpdate=true
# Sponge block range (distance from center)
I:spongeRange=3
# SpongeOnAStick use count
I:spongeStickUseCount=256
# Should sponge-on-a-stick update neighbours after liquid removal?
B:stickBlockUpdate=true
}
sprinkler {
# Consume rate of bonemeal (ticks/item).
I:bonemealConsumeRate=600
# 1/chance that crops will be fertilized with bonemeal
I:bonemealFertilizeChance=200
# The range in each cardinal direction that crops will be affected.
I:effectiveRange=4
# 1/chance that crops will be fertilized without bonemeal
I:fertilizeChance=500
# Capacity (in mB) of internal tank.
I:internalTankCapacity=50
# Consume rate of sprinkler (ticks/mB).
I:waterConsumeRate=20
}
tanks {
# Can buckets be filled directly from tank? (works only for vanilla fluids, universal bucket and ones registered in 'bucketItems')
B:allowBucketDrain=true
# List of additional custom buckets than can be filled directly from tanks
S:bucketItems <
"openblocks:xp_bucket"
>
# The amount of buckets each tank can hold
I:bucketsPerTank=16
# Should filled tanks be searchable with creative menu
B:displayAllFluids=true
# Tanks will emit light when they contain a liquid that glows (eg. lava)
B:emitLight=true
# Minimal difference in fluid level between neigbors required for tank update (can be used for performance finetuning
I:fluidDifferenceUpdateThreshold=0
# Should tanks try to balance liquid amounts with neighbours
B:tankTicks=true
}
tomfoolery {
# You know, THAT thing! That you shouldn't do in public!
B:doItWhileTyping=false
# Blacklist/Whitelist for effects used by flim-flam enchantment
S:flimFlamBlacklist <
>
# If true, flim-flam blacklist will become whitelist
B:reverseBlacklist=false
# Allow only flimflams that don't cause death (or at least very rarely)
B:safeOnly=false
# 0 - lore hidden, 1 - visible only with pressed ALT, 2 - always visible
I:sillyLoreDisplay=1
# Are you serious too?
B:weAreSeriousPeople=true
}
trophy {
# Legacy value. For actual configuration, see 'trophyDropChanceFormula'
D:trophyDropChance=0.001
# Formula for calculating trophy drop chance. Trophy drops when result is positive.
S:trophyDropChanceFormula=let([bias=rand()/4, selection=rand()], (looting + bias) * chance - selection)
}
xpbucket {
# Can bucket be filled with liquid XP directly from any source?
B:directFill=true
# Should XP bucket be shown in inventory (if this is set, while universal bucket is enabled and registerUniversalXpBucket is set, creative menu will contain two buckets containing liquid XP)
B:showInCreativeGui=true
# Should liquid XP be registered for universal bucket support (does not enable universal bucket)
B:universalBucketSupport=true
}