# Configuration file
####################
# block
####################
block {
I:BlockArcaneDoor=2415
I:BlockArcaneFurnace=2406
I:BlockCandle=2411
I:BlockChestHungry=2410
I:BlockCosmeticOpaque=2421
I:BlockCosmeticSolid=2422
I:BlockCrucible=2407
I:BlockCrystal=2420
I:BlockCustomOre=2402
I:BlockCustomPlant=2403
I:BlockFluxGoo=2400
I:BlockHole=2401
I:BlockInfusionWorkbench=2412
I:BlockJar=2414
I:BlockLifter=2418
I:BlockMagicalLeaves=2405
I:BlockMagicalLog=2404
I:BlockMarker=2408
I:BlockMirror=2423
I:BlockNitor=2419
I:BlockSecure=2416
I:BlockTable=2409
I:BlockWooden=2413
I:BlockWoodenDevice=2417
}
####################
# enchantments
#===================
# Custom enchantments
####################
enchantments {
I:ench_charging=152
I:ench_frugal=151
I:ench_haste=154
I:ench_potency=150
I:ench_repair=155
I:ench_wandfortune=153
}
####################
# entities
#===================
# Entity id's
####################
entities {
I:alumentum=216
I:dart=215
I:firebat=211
I:followitem=207
I:frostshard=214
I:giantsmartzombie=209
I:golemclay=201
I:golemclayadv=212
I:golemstone=203
I:golemstoneadv=213
I:golemstraw=208
I:golemtallow=206
I:golemtallowadv=217
I:golemwood=202
I:smartzombie=204
I:specialitem=200
I:wisp=205
I:wizardvillager=210
}
####################
# general
####################
general {
# Enables a version of the Thauminomicon in creative mode that grants you all the research when you first use it.
B:allow_cheat_sheet=false
# If set to false, warded stone, doors and glass will just be cosmetic in nature and not have its hardened properties (everyone will be able to break it with equal ease).
B:allow_warded_stone=true
# Item aspects are hidden by default and pressing shift reveals them. Changing this setting to 'true' will reverse this behaviour and always display aspects unless shift is pressed.
B:display_aspects=false
# If set to true golems will attempt to play the chest opening animations and sounds whenever they interact with them.
B:golem_chest_interact=true
# How rare nodes are in the world. The number means there will be (on average) one node per N chunks. Nodes are genned with a minimum distance of 64 blocks between them so setting the number to 1 will probably not result in 1 node per chunk.
I:node_rarity=23
# This is a comma-delimited list of any block-id's the portable hole is not allowed to pass through.
S
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ortablehole_blacklist=71
# The chance of a node being special (pure, dark, unstable, etc.). The number means roughly 1 in N nodes will be special, so setting the number to 5 will mean 1 in 5 nodes may be special.
I:special_node_rarity=75
}
####################
# item
####################
item {
I:ArcaneDoorKey=25048
I:BlockJarFilledItem=25035
I:BootsTraveller=25031
I:ElementalAxe=25043
I:ElementalHoe=25044
I:ElementalPickaxe=25042
I:ElementalShovel=25041
I:ElementalSword=25040
I:HandMirror=25049
I:Hellrod=25037
I:HoverHarness=25050
I:ItemArcaneDoor=25029
I:ItemEssence=25005
I:ItemGoggles=25016
I:ItemGolemCore=25026
I:ItemGolemDecoration=25036
I:ItemGolemPlacer=25015
I:ItemInkwell=25010
I:ItemNugget=25030
I:ItemNuggetBeef=25033
I:ItemNuggetChicken=25032
I:ItemNuggetPork=25034
I:ItemPortableHole=25012
I:ItemResearchNotes=25009
I:ItemResource=25007
I:ItemShard=25008
I:ItemThaumometer=25013
I:ItemThaumonomicon=25011
I:ItemWispEssence=25006
I:Robeboots=25047
I:Robechest=25045
I:Robelegs=25046
I:ThaumPick=25022
I:Thaumaxe=25023
I:Thaumboots=25020
I:Thaumchest=25018
I:Thaumhelm=25017
I:Thaumhoe=25025
I:Thaumlegs=25019
I:Thaumshovel=25021
I:Thaumsword=25024
I:TripleMeatTreat=25039
I:WandCastingAdept=25001
I:WandCastingApprentice=25000
I:WandCastingMage=25002
I:WandExcavation=25028
I:WandFire=25003
I:WandFrost=25038
I:WandLightning=25004
I:WandTrade=25027
}
####################
# monster_spawning
#===================
# Will these mobs spawn
####################
monster_spawning {
B:spawn_angry_zombies=true
B:spawn_fire_bats=true
}
####################
# research
#===================
# Various research related things.
####################
research {
# The base % chance of success for experimental research
I:base_exp_chance=33
# The base % chance of success for 'safe' research
I:base_safe_chance=15
# The base % chance of item loss for 'safe' research
I:base_safe_loss=25
# The base % chance of success for 'thorough' research
I:base_thorough_chance=55
# The base % chance of item loss for 'thorough' research
I:base_thorough_loss=75
}
####################
# world_regeneration
#===================
# If a chunk is encountered that skipped TC worldgen, then the game will attempt to regenerate certain world features if they are set to true. CAUTION: Best used for worlds created before you added this mod, and only if you know what you are doing. Backups are advised.
####################
world_regeneration {
B:amber_ore=false
B:aura_nodes=false
B:cinnibar_ore=false
B:infused_stone=false
# This key is used to keep track of which chunk have been generated/regenerated. Changing it will cause the regeneration code to run again, so only change it if you want it to happen. Useful to regen only one world feature at a time.
S:regen_key=DEFAULT
# Do not load auras in chunks the next time the game/server is run. This will have the effect of deleting the aura in that chunk. This setting will automatically be set back to false. USE WITH CAUTION... obviously
B:remove_aura_nodes=false
B:structures=false
B:trees=false
}