# Configuration file
additional {
# List any mob names 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:autoanvil=true
B:autoenchantmenttable=true
B:beartrap=true
B:bigbutton=true
B:blockPlacer=true
B:blockbreaker=true
B:cannon=true
B:canvas=true
B:canvasglass=true
B:donationStation=true
B:drawingtable=true
B:elevator=true
B:fan=true
B:flag=true
B:goldenegg=true
B:grave=true
B:guide=true
B:heal=true
B:imaginary=true
B:itemDropper=true
B:ladder=true
B
aintcan=true
B
aintmixer=true
B
ath=true
B
rojector=true
B:ropeladder=true
B:scaffolding=true
B:sky=true
B:sponge=true
B:sprinkler=true
B:tank=true
B:target=true
B:trophy=true
B:vacuumhopper=true
B:village_highlighter=true
B:xpbottler=true
B:xpdrain=true
B:xpshower=true
}
cartographer {
# List of blocks that should be invisible to cartographer. Example: id:3, OpenBlocks
penblocks_radio (case sensitive)
S:blockBlacklist <
"Natura:Cloud"
>
}
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=false
# 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 {
# Amount of damage a cursor can take
I:cursorMaxDamage=128
}
debug {
# Show structures found by golden eye
B:goldenEyeDebug=false
# Dump extra amount of data, every time grave is created
B:gravesDebug=false
}
dropblock {
# XP consumed by elevator (total amount = ratio * distance)
D:elevatorXpDrainRatio=0.0
# Disable limit of blocks between elevators (equivalent to maxPassThrough = infinity)
B:ignoreAllBlocks=false
# 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
# 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
ickBlocks=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 {
# Explosive enchant can break blocks at level 3
B:explosiveEnchantGrief=true
# Id of explosive enchantment
I:explosiveEnchantmentId=211
# Id of flim flam enchantment
I:flimFlamEnchantmentId=213
# Should every player get info book on first login
B:infoBook=true
# Id of last stand enchantment
I:lastStandEnchantmentId=212
# Id of liquid XP fluid (WARNING: only for users who know what they are doing - changing this id can break worlds
S:xpFluidId=xpjuice
# 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
pacity=0.95
# Use texture for obscuring world
B:useTexture=true
}
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
# 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
# Should grave try to spawn when player died by falling into void? (false -> legacy behaviour)
B:voidFix=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
}
hacks {
# Enable experimental features that may be buggy or broken entirely
B:enableExperimentalFeatures=false
}
imaginary {
# Speed of imaginary blocks fading/appearing
D:fadingSpeed=0.0075
# Number of newly created crayon/pencil uses
D:numberOfUses=10.0
}
items {
B:cartographer=true
B:craneBackpack=true
B:craneControl=true
B:crayonGlasses=true
B:cursor=true
B:devnull=true
B:emptyMap=true
B:filledbucket=true
B:goldenEye=true
B:hangglider=true
B:heightMap=true
B:infoBook=true
B:luggage=true
B
aintBrush=true
B
edometer=true
B
encilGlasses=true
B:seriousGlasses=true
B:sleepingBag=true
B:slimalyzer=true
B:sonicglasses=true
B:spongeonastick=true
B:squeegee=true
B:stencil=true
B:tastyClay=true
B:technicolorGlasses=true
}
loot {
B:donationStation=false
B
aintBrush=false
B:sonicGlasses=false
B:stencil=false
B:technicolorGlasses=true
}
magnet {
# Can crane magnet pick block?
B
ickBlocks=true
# Can crane magnet pick entities?
B
ickEntities=true
}
radio {
# Music merchant id (-1 to disable)
I:radioVillagerId=6156
# Should tuned crystals sell records too
B:radioVillagerSellsRecords=true
}
scaffolding {
# The rate at which scaffolding should break. 0 - fastest
I:despawnRate=4
}
sponge {
# Sponge block range (distance from center)
I:spongeRange=3
# SpongeOnAStick use count
I:spongeStickUseCount=256
}
sprinkler {
# 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
}
tanks {
# 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
# 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 for effects used by flim-flam enchantment
S:flimFlamBlacklist <
>
# Allow only flimflams that don't cause death (or at least very rarely)
B:safeOnly=false
# Are you serious too?
B:weAreSeriousPeople=true
}
trophy {
# The chance (from 0 to 1) of a trophy drop. for example, 0.001 for 1/1000
D:trophyDropChance=0.001
}