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Update to 4.2.0
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evanbones committed May 23, 2022
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8 changes: 8 additions & 0 deletions config/MouseTweaks.cfg
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RMBTweak=1
LMBTweakWithItem=1
LMBTweakWithoutItem=1
WheelTweak=1
WheelSearchOrder=1
WheelScrollDirection=0
ScrollItemScaling=0
Debug=0
31 changes: 31 additions & 0 deletions config/YungsBridges-forge-1_18.toml
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["YUNG's Bridges"]
# List of biomes that will NOT have bridges.
# Only river biomes are considered for bridge placement, so you need not specify non-river biomes here.
# List must be comma-separated values enclosed in square brackets.
# Entries must have the mod namespace included.
# For example: "[minecraft:river, minecraft:frozen_river]"
# Default: "[]"
"Blacklisted Biomes" = "[]"

###########################################################################################################
# Spawn Rates.
# Note that you may want to tweak these spawn rates if you are using a terrain overhaul mod.
# The spawn rate of each bridge is 1/N per chunk, where N is the spawn rate value.
# E.g. if you set N = 3 for small bridges, then an ATTEMPT will be made to spawn a small bridge every 3 chunks.
# Note that it is ONLY an attempt - the bridge will only spawn if the chunk contains fitting river terrain.
###########################################################################################################
["YUNG's Bridges"."Spawn Rates"]
# The spawn rate for small bridges.
# Default: 2
#Range: 1 ~ 100
"Small Bridge Spawn Rate" = 2
# The spawn rate for medium bridges.
# Default: 2
#Range: 1 ~ 100
"Medium Bridge Spawn Rate" = 2
# The spawn rate for large bridges.
# Default: 2
#Range: 1 ~ 100
"Large Bridge Spawn Rate" = 2

140 changes: 140 additions & 0 deletions config/YungsExtras-forge-1_18.toml
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["YUNG's Extras"]

###########################################################################################################
## Desert Decorations
###########################################################################################################
["YUNG's Extras"."Desert Decorations"]
# List of additional biomes that will have Desert Decorations.
# By default, all biomes (including modded biomes) with the Desert category are automatically included,
# and do not need to be added here.
# List must be comma-separated values enclosed in square brackets.
# Entries must have the mod namespace included.
# For example: "[minecraft:plains, byg:alps]"
# Default: "[]"
"Additional Whitelisted Biomes (Desert)" = "[]"
# List of biomes that will NOT have Desert Decorations.
# By default, all Desert biomes will automatically have Desert Decorations,
# so you only need to blacklist biomes with the Desert category that you don't want to spawn
# Desert Decorations in.
# List must be comma-separated values enclosed in square brackets.
# Entries must have the mod namespace included.
# For example: "[minecraft:desert, byg:dunes]"
# Default: "[]"
"Blacklisted Biomes (Desert)" = "[]"

###########################################################################################################
## Settings for the different Desert Well variations.
##
## The chance of each type of well spawning in a given chunk is 1 / N, where N is the config value set below for that well.
## For example, if the value is 1000 then there is a 1 in 1000 chance of spawning, per chunk.
###########################################################################################################
["YUNG's Extras"."Desert Decorations"."Desert Wells"]
# Determines the spawn rate of small normal wells.
# Default: 1200
"Normal Well Spawn Rate (Small)" = 1200
# Determines the spawn rate of medium-sized normal wells.
# Default: 1200
"Normal Well Spawn Rate (Medium)" = 1200
# Determines the spawn rate of large normal wells.
# Default: 1200
"Normal Well Spawn Rate (Large)" = 1200
# Determines the spawn rate of small Wishing Wells.
# Default: 1200
"Wishing Well Spawn Rate (Small)" = 1200
# Determines the spawn rate of medium-sized Wishing Wells.
# Default: 1200
"Wishing Well Spawn Rate (Medium)" = 1200
# Determines the spawn rate of large Wishing Wells.
# Default: 1200
"Wishing Well Spawn Rate (Large)" = 1200
# Determines the spawn rate of small dry wells.
# Default: 1200
"Dry Well Spawn Rate (Small)" = 1200
# Determines the spawn rate of medium-sized dry wells.
# Default: 1200
"Dry Well Spawn Rate (Medium)" = 1200
# Determines the spawn rate of large dry wells.
# Default: 1200
"Dry Well Spawn Rate (Large)" = 1200

###########################################################################################################
## Settings for the different Desert Obelisk variations.
##
## The chance of each type of obelisk spawning in a given chunk is 1 / N, where N is the config value set below for that obelisk.
## For example, if the value is 1000 then there is a 1 in 1000 chance of spawning, per chunk.
###########################################################################################################
["YUNG's Extras"."Desert Decorations"."Desert Obelisks"]
# Determines the spawn rate of normal obelisks.
# Default: 700
"Normal Obelisk Spawn Rate" = 700
# Determines the spawn rate of chiseled obelisks.
# Default: 700
"Chiseled Obelisk Spawn Rate" = 700
# Determines the spawn rate of ruined obelisks.
# Default: 700
"Ruined Obelisk Spawn Rate" = 700
# Determines the spawn rate of blackstone obelisks.
# Default: 3000
"Blackstone Obelisk Spawn Rate" = 3000

###########################################################################################################
## Settings for miscellaneous desert structures.
##
## The chance of each structure spawning in a given chunk is 1 / N, where N is the config value set below for that structure.
## For example, if the value is 1000 then there is a 1 in 1000 chance of spawning, per chunk.
###########################################################################################################
["YUNG's Extras"."Desert Decorations"."Desert Miscellaneous"]
# Determines the spawn rate of small ruins.
# Default: 1000
"Ruins Spawn Rate (Small)" = 1000
# Determines the spawn rate of flame outposts.
# Default: 700
"Flame Outpost Spawn Rate" = 700
# Determines the spawn rate of abandoned vacation spots.
# Default: 1000
"Abandoned Vacation Spot Spawn Rate" = 1000

###########################################################################################################
## Settings for swamp structures.
##
## The chance of each structure spawning in a given chunk is 1 / N, where N is the config value set below for that structure.
## For example, if the value is 1000 then there is a 1 in 1000 chance of spawning, per chunk.
###########################################################################################################
["YUNG's Extras"."Swamp Structures"]
# List of additional biomes that will have Swamp Structures.
# By default, all biomes (including modded biomes) with the Swamp category are automatically included,
# and do not need to be added here.
# List must be comma-separated values enclosed in square brackets.
# Entries must have the mod namespace included.
# For example: "[minecraft:plains, byg:alps]"
# Default: "[]"
"Additional Whitelisted Biomes (Swamp)" = "[]"
# List of biomes that will NOT have Swamp Structures.
# By default, all Swamp biomes will automatically have Swamp Structures,
# so you only need to blacklist biomes with the Swamp category that you don't want to spawn
# Swamp Structures in.
# List must be comma-separated values enclosed in square brackets.
# Entries must have the mod namespace included.
# For example: "[minecraft:desert, byg:dunes]"
# Default: "[]"
"Blacklisted Biomes (Swamp)" = "[]"
# Determines the spawn rate of swamp pillars.
# Default: 900
"Swamp Pillar Spawn Rate" = 900
# Determines the spawn rate of outhouses.
# Default: 3000
"Outhouse Spawn Rate" = 3000
# Determines the spawn rate of swamp cubbies.
# Default: 1000
"Swamp Cubby Spawn Rate" = 1000
# Determines the spawn rate of ruined arches.
# Default: 1200
"Ruined Arch Spawn Rate" = 1200
# Determines the spawn rate of ruined double arches.
# Default: 1500
"Ruined Double Arch Spawn Rate" = 1500
# Determines the spawn rate of ruined gateways.
# Default: 2000
"Ruined Gateway Spawn Rate" = 2000

8 changes: 8 additions & 0 deletions config/YungsExtras/README.txt
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This directory is for a few additional options for YUNG's Extras.
Options provided may vary by version.
This directory contains subdirectories for supported versions. The first time you run YUNG's Extras, a version subdirectory will be created if that version supports advanced options.
For example, the first time you use YUNG's Extras for MC 1.16 on Forge, the 'forge-1_16' subdirectory will be created in this folder.
If no subdirectory for your version is created, then that version probably does not support the additional options.

NOTE -- MOST OPTIONS CAN BE FOUND IN A CONFIG FILE OUTSIDE THIS FOLDER!
For example, on Forge 1.16 the file is 'YungsExtras-forge-1_16.toml'.
29 changes: 29 additions & 0 deletions config/YungsExtras/forge-1_18/README.txt
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######################################
# wishing_wells.json #
######################################

This file contains a BlockSetSelector (see below) describing the probability of a given block being chosen.
These probabilities are used for Wishing Wells, which have
loot deposits at the bottom of them.

######################################
# BlockSetSelectors #
######################################

Describes a set of blockstates and the probability of each blockstate being chosen.
- entries: An object where each entry's key is a blockstate, and each value is that blockstate's probability of being chosen.
The total sum of all probabilities SHOULD NOT exceed 1.0!
- defaultBlock: The blockstate used for any leftover probability ranges.
For example, if the total sum of all the probabilities of the entries is 0.6, then
there is a 0.4 chance of the defaultBlock being selected.

Here's an example block selector:
"entries": {
"minecraft:cobblestone": 0.25,
"minecraft:air": 0.2,
"minecraft:stone_bricks": 0.1
},
"defaultBlock": "minecraft:oak_planks"

For each block, this selector has a 25% chance of returning cobblestone, 20% chance of choosing air,
10% chance of choosing stone bricks, and a 100 - (25 + 20 + 10) = 45% chance of choosing oak planks (since it's the default block).
10 changes: 10 additions & 0 deletions config/YungsExtras/forge-1_18/wishing_wells.json
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{
"lootBlockChances": {
"entries": {
"minecraft:emerald_ore": 0.05,
"minecraft:gold_ore": 0.5,
"minecraft:gold_block": 0.01
},
"defaultBlock": "minecraft:sandstone"
}
}
5 changes: 5 additions & 0 deletions config/abnormals_delight-common.toml
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[overrides]
#Removes and hides Farmer's Delight's ItemGroup and move the items to vanilla ItemGroups
replaceFDItemGroup = false

39 changes: 36 additions & 3 deletions config/alexsmobs.toml
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Expand Up @@ -8,7 +8,7 @@
#Whether to disable certain aspects of the Lava Vision Potion. Enable if issues with shaders persist.
shadersCompat = false
#Whether bananas should drop from blocks tagged with #alexsmobs:drops_bananas
bananasDropFromLeaves = true
bananasDropFromLeaves = false
#1 out of this number chance for leaves to drop a banana when broken. Fortune is automatically factored in
#Range: > 0
bananaChance = 200
Expand Down Expand Up @@ -111,6 +111,8 @@
bunfungusTransformation = false
#True if some Alex's Mobs items should spawn in loot chests.
addLootToChests = true
#Whether dolphins should target flying fish mobs.
dolphinsAttackFlyingFish = true

[general.spawning]
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
Expand Down Expand Up @@ -415,7 +417,7 @@
frilledSharkSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
mimicOctopusSpawnWeight = 9
mimicOctopusSpawnWeight = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
mimicOctopusSpawnRolls = 0
Expand Down Expand Up @@ -499,7 +501,7 @@
jerboaSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
terrapinSpawnWeight = 4
terrapinSpawnWeight = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
terrapinSpawnRolls = 0
Expand Down Expand Up @@ -533,6 +535,30 @@
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
giantSquidSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn (NOTE: this mob spawns are restricted exclusively to one chunk, see below)
#Range: 0 ~ 1000
devilsHolePupfishSpawnWeight = 23
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning (NOTE: this mob spawns are restricted exclusively to one chunk, see below)
#Range: > 0
devilsHolePupfishSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
catfishSpawnWeight = 4
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
catfishSpawnRolls = 2
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
flyingFishSpawnWeight = 8
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
flyingFishSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
skelewagSpawnWeight = 25
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
skelewagSpawnRolls = 0

[general.spawning.uniqueSpawning]
#Delay (in ticks) between attempts to spawn beached cachalot whales. Default is a single day. Works like wandering traders.
Expand All @@ -546,6 +572,13 @@
#Percent chance increase for each failed attempt to spawn a beached cachalot whale. Higher value = more spawns.
#Range: 0 ~ 100
beachedCachalotWhaleSpawnChance = 0
#Whether to restrict all pupfish spawns to one chunk (similar to real life) or have them only obey their spawn config.
restrictPupfishSpawns = true
#The maximum distance a pupfish spawn chunk is from world spawn(0, 0) in blocks.
#Range: 2 ~ 1000000000
pupfishChunkSpawnDistance = 2000
#Whether to restrict all skelewag spawns to shipwreck structures.
restrictSkelewagSpawns = true

[general.spawning.uniqueSpawning.dangerZone]
#Its been so long...
Expand Down
16 changes: 16 additions & 0 deletions config/alexsmobs/catfish_huge_spawns.json
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{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "swamp"
}
]
]
}
33 changes: 33 additions & 0 deletions config/alexsmobs/catfish_spawns.json
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{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "swamp"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "river"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "cold"
}
]
]
}
11 changes: 11 additions & 0 deletions config/alexsmobs/devils_hole_pupfish_spawns.json
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{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
}
]
]
}
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