[general] tooltip_hints = true custom_configured_screen = true [lily_pad] #set to 0 tho have lilypads at the same exact position as vanilla.negative numbers will place them in their own blockspace right below avoiding any clipping.best of both worlds at default as its barely within its space #Range: -1.0 ~ 1.0 y_offset = -0.016625 [bell] #Visually attach chains and ropes to bells chain_attachment = true [brewing_stand] #Colors the brewing stand potion texture depending on the potions it's brewing. #If using a resource pack add tint index from 0 to 3 to the 3 potion layers brewing_stand_colors = true [arrows] #Makes tipped arrows show their colors when loaded with a crossbow crossbows_colors = true [tripwire_hook] #Makes hooks render faster using a block model instead of tile renderer. Cost is that animated and enchanted items will appear static fast_hooks = false [hanging_sign] #Scale of items on hanging signs (unit is in pixel they would occupy). Set to 8 to better match the pixels on the sign #Range: 0.0 ~ 32.0 item_pixel_scale = 10.0 #Makes signs swing! swinging_signs = true #Signs have visual attachment to walls and fences sign_attachment = true [hanging_sign.swing_physics] frequency = 0.6 collision_considers_entity_hitbox = true collision_inertia = 1.0 collision_force = 15.0 min_angle = 0.79999995 max_angle = 60.0 damping = 0.525 [lantern] #Makes wall lantern use a simple block model instead of the animated tile entity renderer. This will make them render much faster but will also remove the animationNote that this option only affect lanterns close by as the one far away render as fast by default fast_lanterns = false #Size lanterns when held in hand #Range: 0.0 ~ 2.0 lantern_item_size = 0.625 #Gives a special animation to lanterns when held in hand lantern_item_holding = true #Makes lantern holding animation have the arm angled more upwards. Looks better if you have dynamic lights on lantern_item_holding_up = false [lantern.swing_physics] frequency = 0.6 collision_considers_entity_hitbox = true collision_inertia = 1.0 collision_force = 15.0 min_angle = 0.79999995 max_angle = 60.0 damping = 0.525 [cauldron] #Gives a unique texture to potion cauldrons potion_texture = true [jukebox] #Use the new jukebox model new_model = true #Makes jukebox disc spin while playing disc_spin = true [misc] #Gives a special animation to torches when held in hand torch_item_holding = true #Size lanterns when held in hand #Range: 0.0 ~ 2.0 torch_item_size = 1.0 #Gives a special animation to supplementaries candle holders when held in hand candle_holder_item_holding = true #Size lanterns when held in hand #Range: 0.0 ~ 2.0 handle_holder_item_size = 0.625 #Makes Torch and Lantern holding animation be fixed, not changing with player facing fixed_holding_animations = false #Prevents campfire smoke from rendering if there is a solid block above it campfire_smoke_through_blocks = false [sign] #Gives signs a pixel consistent model and texture. Also affects other mods. This also makes them use a Block Model, making them render much much much faster than as block entities pixel_consistent = true #A scalar multiplier that will be applied to sign text making it brighter, supposedly more legible #Range: 0.0 ~ 5.0 text_color_multiplier = 1.2 [projectiles] #Makes snowballs render in 3D snowball_3d = true #Makes slimeballs render in 3D (supplementaries only) slimeball_3d = true #Makes ghast & blazes fireballs render in 3D fireball_3d = true #Makes ghast & blazes fireballs leave a trail of particles when moving ghast_fireball_trail = true #Makes dragon fireballs leave a trail of particles when moving dragon_fireball_trail = true #Makes 3D charges tumble in the air when moving charges_tumble = true #Makes 3D snowballs and slimeballs (supp compat) tumble in the air when moving projectiles_tumble = false [projectiles.dragon_fireball] #Makes dragon's breath particles emissive to better match new visuals dragon_breath_emissive = true