Default Config File - An-Sar/PrimalCore GitHub Wiki

Configuration file

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crafting control

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Control over Crafting

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"crafting control" { # Disable crafting recipe for ender eyes B:CRAFTING_DISABLE_ENDEREYE=false

# Disable crafting recipes for vanilla diamond tools
B:CRAFTING_DISABLE_VANILLA_TOOLS_DIAMOND=false

# Disable crafting recipes for vanilla gold tools
B:CRAFTING_DISABLE_VANILLA_TOOLS_GOLD=false

# Disable crafting recipes for vanilla iron tools
B:CRAFTING_DISABLE_VANILLA_TOOLS_IRON=false

# Disable crafting recipes for vanilla stone tools
B:CRAFTING_DISABLE_VANILLA_TOOLS_STONE=false

# Disable crafting recipes for vanilla wood tools, by default flint tools are meant to replace wood.
B:CRAFTING_DISABLE_VANILLA_TOOLS_WOOD=true

# Base time for the drying rack to complete work on a stack, this is further modified by environment and the item being dried.
I:CRAFTING_DRYING_RACK_BASE_TIME=1000

# Enable the in-world bark removal. Used by the work blocks on log blocks
B:CRAFTING_ENABLE_BARK_HARVESTING=true

# Enable gallagher Recipes for metal plates, these are registered with the ore dictionary as plate[Name].
B:CRAFTING_ENABLE_GALLAGHER_PLATE_RECIPES=true

# Enable Crafting recipe for the vanilla horse armor
B:CRAFTING_ENABLE_HORSE_ARMOR=true

# Enable the in-world knapping event. Used by flint, quartz, and obsidian.
B:CRAFTING_ENABLE_INWORLD_KNAPPING=true

# Enable crafting recipes for primal Obsidian Armor.
B:CRAFTING_ENABLE_OBSIDIAN_ARMOR=true

# Enable Crafting recipe for primal metals, nuggets to ingots to blocks and so on.
B:CRAFTING_ENABLE_PRIMAL_METAL_RECIPES=true

# Enable crafting recipes for primal Diamond tools.
B:CRAFTING_ENABLE_PRIMAL_TOOLS_DIAMOND=true

# Enable crafting recipes for primal Emerald tools.
B:CRAFTING_ENABLE_PRIMAL_TOOLS_EMERALD=true

# Enable crafting recipes for primal Flint tools.
B:CRAFTING_ENABLE_PRIMAL_TOOLS_FLINT=true

# Enable crafting recipes for primal Obsidian tools.
B:CRAFTING_ENABLE_PRIMAL_TOOLS_OBSIDIAN=true

# Enable crafting recipes for primal Opal tools.
B:CRAFTING_ENABLE_PRIMAL_TOOLS_OPAL=true

# Enable crafting recipes for primal Quartz tools
B:CRAFTING_ENABLE_PRIMAL_TOOLS_QUARTZ=true

# Enable Crafting recipe for the vanilla saddle
B:CRAFTING_ENABLE_SADDLE=true

# Enable Crafting recipe for vanilla spider web
B:CRAFTING_ENABLE_SPIDER_WEB=true

# Tilling Farmland no longer works on vanilla dirt, replaced with a craftable dirt type called loam. WARNING: Experimental Feature.
B:CRAFTING_FARMLAND=false

# Base chance of a fish trap catching something.
D:CRAFTING_FISH_TRAP_BASE_CHANCE=0.25

# Chance of dropping knapped flint from in-world knapping, 1.0D is 100% drop rate.
D:CRAFTING_KNAPPING_DIFFICULTY_FLINT=0.4

# Chance of dropping knapping output from in-world knapping, 1.0D is 100% drop rate.
D:CRAFTING_KNAPPING_DIFFICULTY_OBSIDIAN=0.3

# Chance of dropping knapped quartz from in-world knapping, 1.0D is 100% drop rate.
D:CRAFTING_KNAPPING_DIFFICULTY_QUARTZ=0.35

# List of item/block names to remove from crafting.
S:CRAFTING_REMOVE_NAMES <
 >

# Replace vanilla arrow recipe to use knapped flint
B:CRAFTING_REPLACE_ARROW_RECIPE=true

# Replace chiseled block recipes to require a work blade
B:CRAFTING_REPLACE_CHISELED_RECIPE=true

# Enable simple crafting recipes for basic and colored daub.
B:CRAFTING_SIMPLE_DAUB_RECIPE=true

# Enable simple crafting recipe for converting gravel to flint.
B:CRAFTING_SIMPLE_FLINT_RECIPE=true

# Enable a more realistic recipe for flint and steel, this drastically reduces the iron cost for early game
B:CRAFTING_SURVIVAL_FLINTNSTEEL=true

}

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debug settings

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Options useful for debugging and server operators

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"debug settings" { # Hide colored wattle blocks in creative menu and jei B:DEBUG_CREATIVE_HIDE_COLORED_WATTLE=true

# Debug levels 0-3, by default a zero value disables debug feature.
I:DEBUG_LEVEL=0

# Make primal ores and other worldgen visible to spectators.
B:DEBUG_ORES_VISIBLE_IN_SPECTATOR=false

# This setting controls how fast the respective tile entity will update it's logic. Use with caution.
I:DEBUG_TICKSPEED_DRYING_RACK=2000

# This setting controls how fast the respective tile entity will update it's logic. Use with caution.
I:DEBUG_TICKSPEED_FISH_TRAP=2000

# This setting controls how fast the respective tile entity will update it's logic. Use with caution.
I:DEBUG_TICKSPEED_HIBACHI=2000

# Max distance squared that tile rending for things such as shelf items will occur. Setting to 0 effectively disables rendering.
D:DEBUG_TILE_RENDER_DISTANCE=16.0

}

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feature hooks

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Hooks for various compatibility feature

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"feature hooks" { # Register Vanilla Clay Balls to the Ore Dictionary as clayball. B:COMPATIBILITY_DICTIONARY_CLAYBALL=true

# Register Vanilla Levers to the Ore Dictionary as blockLever.
B:COMPATIBILITY_DICTIONARY_LEVERBLOCK=true

# Register Vanilla Magma Cream to the Ore Dictionary as slimeball.
B:COMPATIBILITY_DICTIONARY_MAGMACREAM_AS_SLIME=true

# Register Primal Clay Balls to the Ore Dictionary as clayball. Setting this to false will register with the name terraball.
B:COMPATIBILITY_DICTIONARY_PRIMALCLAY=true

# Register Vanilla Wood fence parts to the Ore Dictionary as fenceWood and gateWood.
B:COMPATIBILITY_DICTIONARY_WOODFENCE=true

# List of Blocks to treat as wood logs, this is used by the SURVIVAL_WOOD_HARVESTING_TOOLS option.
S:COMPATIBILITY_WOOD_HARVESTING_ADDITIONS <
 >

# Make the primal work blades compatible with other known knives, currently Better With Mods, and Better Beginnings.
B:COMPATIBILITY_WORKBLADE=true

# Disable sleeping in a bed, hackish method of preventing night skipping, if you have a better way plz let me know
B:FEATURE_DISABLE_BED_SLEEP=false

# Disable setting of spawn via beds or bed-like blocks
B:FEATURE_DISABLE_BED_SPAWN=false

# Disable End Portal Creation, Currently this feature is not working
B:FEATURE_DISABLE_END_PORTAL=false

# Disable Nether Portal Creation, Currently this feature is not working
B:FEATURE_DISABLE_NETHER_PORTAL=false

# Enable 16 color variations of daub.
B:FEATURE_ENABLE_COLORED_DAUB=true

# Registration of various fuel items
B:FEATURE_ENABLE_FUELS=true

# Make a sound when placing items into shelves.
B:FEATURE_ENABLE_SHELF_PLACEMENT_SOUND=true

# Enable the smoke and ash placement from various sources.
B:FEATURE_ENABLE_SMOKE=true

# Enable stone anvils, allows of repair of tools/weapons pre-iron age
B:FEATURE_ENABLE_STONE_ANVILS=true

# Replace vanilla levers during block placement
B:FEATURE_REPLACE_LEVERS=false

# Storage Crates retain their Inventory when broken.
B:FEATURE_STORAGE_CRATE_RETAINS_INVENTORY=true

}

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flammability

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The loss of all your hopes and dreams. The how and why of fire.

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flammability { # EarthWax is Flammable in-world B:FLAMMABILITY_EARTHWAX_BURN=true

# Similar to vanilla fire mechanics, blocks will potentially burn based on the material they are made from.
B:FLAMMABILITY_MATERIALS_BURN=true

# Chance that fire will spread and consume this block. 300 being a 100% chance, 0, being a 0% chance.
I:FLAMMABILITY_THATCH_BURN_CHANCE=120

# Called when fire is updating on a neighbor block. The higher the number returned, the faster fire will spread around this block.
I:FLAMMABILITY_THATCH_FIRE_SPREAD=60

# How likely are torch arrows that fail to place a torches to set flammable materials on fire. Higher is less likely per tick, 0 will disable.
I:FLAMMABILITY_TORCH_ARROW_FIRE_SPREAD=4

# How likely are Overworld torches to set entities touching them on fire. Higher is less likely, think in large numbers as the check runs continually on block collision.
I:FLAMMABILITY_TORCH_ENITTY_BURN_CHANCE=500

}

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lighting

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Torch, Lanterns, and other things

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lighting { # Jack-o-lanterns can get put out, and or will naturally go out according to how torches are configured B:LIGHTING_JACKOLANTERN_CAN_EXPIRE=true

# Amount of light produced by Jack o'Lanterns. Redstone torches 0.5D, Torch 0.9375D.
D:LIGHTING_JACKOLANTERN_LIGHT_LEVEL=0.5

# Replace vanilla jack-o-lanterns during block placement
B:LIGHTING_JACKOLANTERN_REPLACE_VANILLA=true

# How likely are lanterns to produce smoke when exposed to rain or snow. Higher is less likely.
I:LIGHTING_SMOKE_LANTERN_CHANCE=40

# How likely are torch arrows to produce smoke on impact with a block.
I:LIGHTING_SMOKE_TORCH_ARROW_CHANCE=36

# How likely are torches to produce smoke when exposed to rain or snow. Higher is less likely.
I:LIGHTING_SMOKE_TORCH_CHANCE=60

# Set this option for torches that will eventually go out even when not exposed to weather. This will also cause torches to create smoke regardless of weather. Separately weather sensitivity can be disabled by setting the lifespan to 0
B:LIGHTING_TORCHES_DIE=false

# Replace vanilla torches during block placement, Use an updated recipe and configurable output amount.
B:LIGHTING_TORCHES_REPLACE_VANILLA=true

# How long will torches stay lit? higher is a longer life time, while 0 will disable the feature.
I:LIGHTING_TORCH_LIFESPAN=16

# How many torches are produced from crafting. Currently you must also be overriding vanilla torches for this to work.
I:LIGHTING_TORCH_RECIPE_OUTPUT=6

}

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monster control

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Control over Entities and Spawning

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"monster control" { # Enable Spawning for Netherrack Creepers. Currently this is only implemented in the 1.11.2 branch. B:MONSTERS_ENABLE_BLACK_BEAR=true

# Enable Spawning for Netherrack Creepers. Currently this is only implemented in the 1.11.2 branch.
B:MONSTERS_ENABLE_BROWN_BEAR=true

# Enable Spawning for Hammerhead Sharks. Currently this is only implemented in the 1.11.2 branch.
B:MONSTERS_ENABLE_HAMMERHEAD_SHARK=true

# Enable Spawning for Netherrack Creepers. Currently this is only implemented in the 1.11.2 branch.
B:MONSTERS_ENABLE_NETHER_CREEPER=true

# Enable Spawning for Ovis Atre 'Nether Sheep'. Semi-hostile more wild variation on Overworld Sheep with unique drops.
B:MONSTERS_ENABLE_NETHER_SHEEP=true

# Enable Spawning for Steppe Wolves. Semi-hostile more wild variation on the vanilla wolf.
B:MONSTERS_ENABLE_STEPPE_WOLF=true

}

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plants

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Plants and related block mechanics, Invasive Species, and the end of the world as you know it.

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plants { # Saplings will plant themselves when left in the world B:PLANTS_AUTO_PLANT_SAPLINGS=true

# Base growth modifier for primal plants, higher values cause growth to take longer.
I:PLANTS_BASE_GROWTH_DELAY=16

# Allow certain plants to spread under circumstances specific to each plant. For example Equisetum Cineris will spread aggressively when planted outside the Nether.
B:PLANTS_ENABLE_INVASIVE_SPECIES=true

# Base growth modifier for primal plants, higher values cause growth to take longer.
I:PLANTS_RAIN_SENSITIVITY=4

}

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survival settings

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Options balanced toward a harder survival style game

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"survival settings" { # Crafting wooden planks and sticks require the use of a saw, workblade, or hatchet respectively B:CRAFTING_DISABLE_VANILLA_PLANKS=true

# Crafting vanilla slabs requires the use of a saw of appropriate material.
B:CRAFTING_DISABLE_VANILLA_SLABS=false

# Animals will drop additional items such a suet or lard, used as food and crafting recipes.
B:SURVIVAL_ANIMAL_DROPS=true

# Chance of creepers exploding each tick they are on fire
D:SURVIVAL_BURNING_CREEPERS=0.25

# Crafting Cobble requires the use of mortar
B:SURVIVAL_COBBLE_REQUIRES_MORTAR=false

# Chance that Animals will drop bones, 0 will disable while higher values are less likely
I:SURVIVAL_EXTRA_BONE_DROPS=6

# Harvesting Ground or Sand materials has a chance of dropping flint, 0 will disable drop while higher values are less likely
I:SURVIVAL_EXTRA_FLINT_DROPS=50

# Harvesting Ground or Sand materials has a chance of dropping rocks, 0 will disable drop while higher values are less likely
I:SURVIVAL_EXTRA_ROCK_DROPS=50

# Chance of success with the fire bow, higher is less likely.
I:SURVIVAL_FIREBOW_DIFFICULTY=8

# Harvest level for the flint tools, default is 1 with the intention of replacing stone. Vanilla values, Wood/Gold 0, Stone 1, Iron 2, Diamond 3
I:SURVIVAL_FLINT_TOOL_HARVEST_LEVEL=1

# Add steps to refining leather from animal hide in place of the vanilla drop. This Feature defaults to off until we have JEI support for the drying rack.
B:SURVIVAL_HARD_LEATHER=false

# Hide player name tags. WARNING: Experimental Feature.
B:SURVIVAL_HIDE_PLAYER_NAMES=false

# Breaking leaf blocks will sometimes drop sticks
B:SURVIVAL_LEAF_STICK_DROP=true

# Modifier for how long it takes wet mud to dry. Lack of air, rain, or near by water will slow or prevent mud from drying
D:SURVIVAL_MUD_DRY_TIME=0.02

# Settings to smooth early gameplay in the Nether, such as harvesting Netherrack without a tool
B:SURVIVAL_NETHERRACK_HARVEST_BY_HAND=true

# Chance of dropping nether fibers from Equisetum Cineris grass.
D:SURVIVAL_NETHER_FIBER_DROPRATE=0.6

# Breaking GrassBlocks, TallGrass, and Vines drops plant fibers
B:SURVIVAL_PLANT_FIBER_DROP=true

# Harvest level for the quartz tools, default is 2 due to lack of iron in the nether. Vanilla values, Wood/Gold 0, Stone 1, Iron 2, Diamond 3
I:SURVIVAL_QUARTZ_TOOL_HARVEST_LEVEL=2

# Amount of damage from a thrown rock
D:SURVIVAL_ROCK_DAMAGE=1.5

# How many rocks can a rock stacker stack?
I:SURVIVAL_ROCK_STACKSIZE=64

# Falling or jumping onto certain blocks, such as leaves, snow, thatch, absorbs some damage and breaks the associated blocks.
B:SURVIVAL_SOFT_FALL_BLOCKS=true

# Harvesting smooth stone with a pick drops a number of rocks based on tool level, cobble stone must be crafted
B:SURVIVAL_STONE_HARVESTING_ROCKS=false

# Modifier for how long it takes wet thatch to dry, this values is reduced by half when thatch is exposed to the sun, however rain will pose a problem.
D:SURVIVAL_THATCH_DRY_TIME=0.04

# Modifier for how far away wooden slats can be from thatch and still provide support.
I:SURVIVAL_THATCH_SUPPORT_RANGE=2

# Vanilla animals such as Horses, will drop meat.
B:SURVIVAL_VANILLA_MEAT=true

# Harvesting log blocks requires the use of appropriate tools
B:SURVIVAL_WOOD_HARVESTING_TOOLS=true

}

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world generation

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Control the world and retro generation

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"world generation" { # Enable Worldgen for Ciniscotta Clay, appears primarily in the Nether B:WORLDGEN_CINISCOTTA=true

# Enable Worldgen for Corn, appears in the Overworld
B:WORLDGEN_CORN=true

# Disable worldgen for vanilla coal ore
B:WORLDGEN_DISABLE_VANILLA_ORE_COAL=false

# Disable worldgen for vanilla diamond ore
B:WORLDGEN_DISABLE_VANILLA_ORE_DIAMOND=false

# Disable worldgen for vanilla emerald ore
B:WORLDGEN_DISABLE_VANILLA_ORE_EMERALD=false

# Disable worldgen for vanilla gold ore
B:WORLDGEN_DISABLE_VANILLA_ORE_GOLD=false

# Disable worldgen for vanilla iron ore.
B:WORLDGEN_DISABLE_VANILLA_ORE_IRON=false

# Disable worldgen for vanilla lapis ore
B:WORLDGEN_DISABLE_VANILLA_ORE_LAPIS=false

# Disable worldgen for vanilla quartz ore
B:WORLDGEN_DISABLE_VANILLA_ORE_QUARTZ=false

# Disable worldgen for vanilla redstone ore
B:WORLDGEN_DISABLE_VANILLA_ORE_REDSTONE=false

# Enable Worldgen for Paraffin Earth Wax, appears in the Overworld
B:WORLDGEN_EARTHWAX=true

# Global control for all primal End worldgen
B:WORLDGEN_ENABLE_END=true

# Global control for all primal Nether worldgen
B:WORLDGEN_ENABLE_NETHER=true

# Global control for all primal Overworld worldgen
B:WORLDGEN_ENABLE_OVERWORLD=true

# Enable Worldgen for End Grass, early game End progression
B:WORLDGEN_END_GRASS=true

# Enable Worldgen for End trees, early game End progression
B:WORLDGEN_END_WOOD=true

# Enable Worldgen for Basalt/Ferrous Stone, appears primarily in the Nether
B:WORLDGEN_FERRORCALCITE=true

# Allow Overworld generation to take place in feature dimensions
B:WORLDGEN_IN_MOD_DIMENSIONS=true

# Enable Worldgen for Ironwood trees, appear primarily in the Overworld
B:WORLDGEN_IRONWOOD=true

# Enable Worldgen for Limestone/Carbonate Stone, appears primarily in the Overworld
B:WORLDGEN_LIMESTONE=true

# Enable Worldgen for Mud, appears in the Overworld near water
B:WORLDGEN_MUD=true

# Enable Worldgen for Calcified Paraffin fuel, appears in the Nether
B:WORLDGEN_NETHERWAX=true

# Enable Worldgen for Nether Palm trees, also known as Corypha Pachyptila, early game Nether progression
B:WORLDGEN_NETHER_CREEP=true

# Enable Worldgen for Nether Dead Bushes, early game Nether progression
B:WORLDGEN_NETHER_DEADBUSH=true

# Enable Worldgen for Nether Earth blocks, used as a building material and nether farming
B:WORLDGEN_NETHER_EARTH=true

# Enable Worldgen for Nether Grass, early game Nether progression
B:WORLDGEN_NETHER_GRASS=true

# Enable Worldgen for Nether Growth blocks, a rare nether resource
B:WORLDGEN_NETHER_GROWTH=true

# Enable Worldgen for Nether Palm trees, also known as Corypha Pachyptila, early game Nether progression
B:WORLDGEN_NETHER_PALM=true

# Enable Worldgen for Sinuous Weed, dangerous reed-like nether plant
B:WORLDGEN_NETHER_SINUOUS_WEED=true

# Enable Worldgen for the Valus Omniferum plant, crops plant for the Nether
B:WORLDGEN_NETHER_VALUS_OMNIFERUM=true

# Enable Worldgen for Nether Palm trees, also known as Corypha Pachyptila, early game Nether progression
B:WORLDGEN_NETHER_VINES=true

# Override the Nether World Provider, allows Nether spawn mechanics and additional feature. Trust us.
B:WORLDGEN_OVERRIDE_NETHER=true

# Enable Worldgen for Primal Gold Ore, this generates in large deposits with ore blocks of varying density. EXPERIMENTAL
B:WORLDGEN_PRIMAL_ORE_GOLD=false

# Enable Worldgen for Primal Iron Ore, this generates in large deposits with ore blocks of varying density. EXPERIMENTAL
B:WORLDGEN_PRIMAL_ORE_IRON=false

# Enable Worldgen for Rushes, primary resource for making Thatch, appears in the Overworld near water
B:WORLDGEN_RUSH=true

# Enable Worldgen for End Rock Salt, early game End progression
B:WORLDGEN_SALT_END=true

# Enable Worldgen for Netjry Salt Falts, appears primarily in the Overworld
B:WORLDGEN_SALT_FLATS=true

# Enable Worldgen for Fire Rock Salt, early game Nether progression
B:WORLDGEN_SALT_NETHER=true

# Enable Worldgen for Halite Rock Salt, appears primarily in the Overworld
B:WORLDGEN_SALT_ROCK=true

# Enable Worldgen for Seas Grass, generates in ocean and other water biomes
B:WORLDGEN_SEA_GRASS=true

# Enable Worldgen for Strangle Weed Vines, also known as Corypha Pachyptila, early game Nether progression
B:WORLDGEN_STRANGLE_WEED=true

# Enable Worldgen for Terracotta Clay, appears in Overworld
B:WORLDGEN_TERRACOTTA=true

}