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ModernUI/client-1.toml.bak
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ModernUI/client-1.toml.bak
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#Screen Config
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[screen]
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#The duration of GUI background color and blur radius animation in milliseconds. (0 = OFF)
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#Range: 0 ~ 800
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animationDuration = 200
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#The GUI background color in #RRGGBB or #AARRGGBB format. Default value: #99000000
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#Can be one to four values representing top left, top right, bottom right and bottom left color.
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#Multiple values produce a gradient effect, whereas one value produce a solid color.
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#When values is less than 4, the rest of the corner color will be replaced by the last value.
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backgroundColor = ["#99000000"]
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#Add Gaussian blur effect to GUI background when opened.
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#Disable this if you run into a problem or are on low-end PCs
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blurEffect = true
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#Whether to add blur effect to GUI screens that have a background and do not originate from Modern UI.
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additionalBlurEffect = false
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#Whether to replace Vanilla 3-pass box blur with Modern UI Gaussian blur.
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#This gives you better quality and performance, recommend setting this to true.
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overrideVanillaBlur = true
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#The kernel radius for gaussian convolution blur effect, 0 = disable.
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#samples per pixel = ((radius * 2) + 1) * 2, sigma = radius / 2.
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#Range: 0 ~ 18
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blurRadius = 7
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#A list of GUI screen superclasses that won't activate blur effect when opened.
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blurBlacklist = ["net.minecraft.class_408"]
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#(Beta) Pause the game when inventory (also includes creative mode) opened.
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inventoryPause = false
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#Framerate limit on window inactive (out of focus or minimized), 0 = no change.
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#Range: 0 ~ 255
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framerateInactive = 30
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#Framerate limit on window minimized, 0 = same as framerate inactive.
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#This value will be no greater than framerate inactive.
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#Range: 0 ~ 255
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framerateMinimized = 0
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#Master volume multiplier on window inactive (out of focus or minimized), 1 = no change.
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#Range: 0.0 ~ 1.0
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masterVolumeInactive = 0.5
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#Master volume multiplier on window minimized, 1 = same as master volume inactive.
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#This value will be no greater than master volume inactive.
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#Range: 0.0 ~ 1.0
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masterVolumeMinimized = 0.25
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#Tooltip Config
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[tooltip]
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#Whether to enable Modern UI enhanced tooltip, or back to vanilla default.
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enable = true
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#Whether to use rounded tooltip shapes, or to use vanilla style.
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roundedShape = true
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#True to center the tooltip title if rendering an item's tooltip.
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#Following lines are not affected by this option.
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centerTitle = true
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#True to add a title break below the tooltip title line.
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#TitleBreak and CenterTitle will work/appear at the same time.
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titleBreak = true
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#True to exactly position tooltip to pixel grid, smoother movement.
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exactPositioning = true
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#The tooltip background color in #RRGGBB or #AARRGGBB format. Default: #E6000000
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#Can be one to four values representing top left, top right, bottom right and bottom left color.
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#Multiple values produce a gradient effect, whereas one value produces a solid color.
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#If less than 4 are provided, repeat the last value.
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colorFill = ["#E6000000"]
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#The tooltip border color in #RRGGBB or #AARRGGBB format. Default: #F0AADCF0, #F0DAD0F4, #F0FFC3F7 and #F0DAD0F4
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#Can be one to four values representing top left, top right, bottom right and bottom left color.
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#Multiple values produce a gradient effect, whereas one value produces a solid color.
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#If less than 4 are provided, repeat the last value.
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colorStroke = ["#FFC2D0D6", "#FFE7DAE5", "#FFCCDAC8", "#FFC8B9AC"]
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#The cycle time of tooltip border color in milliseconds. (0 = OFF)
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#Range: 0 ~ 5000
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borderCycleTime = 1000
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#The width of tooltip border, if rounded, in GUI Scale Independent Pixels.
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#Range: 0.5 ~ 2.5
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borderWidth = 1.3333333333333333
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#The corner radius of tooltip border, if rounded, in GUI Scale Independent Pixels.
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#Range: 0.0 ~ 8.0
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cornerRadius = 4.0
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#The shadow radius of tooltip, if rounded, in GUI Scale Independent Pixels.
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#No impact on performance.
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#Range: 0.0 ~ 32.0
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shadowRadius = 10.0
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#The shadow opacity of tooltip, if rounded. No impact on performance.
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#Range: 0.0 ~ 1.0
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shadowOpacity = 0.25
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#When true, tooltip border colors adapt to item's name and rarity.
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adaptiveColors = true
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#Amount to scroll the tooltip in response to a arrow key pressed event.
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#Range: 0 ~ 320
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arrowScrollFactor = 60
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#Provide line wrapping and optimization for tooltip components.
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lineWrapping = true
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#General Config
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[general]
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#Play a sound effect when the game is loaded.
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ding = true
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#Specify a sound event to custom the ding sound effect.
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#The default is "minecraft:entity.experience_orb.pickup"
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dingSound = ""
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#Specify a volume multiplier to the ding sound effect.
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#Range: 0.0 ~ 10.0
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dingVolume = 0.25
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#Control the window mode, normal mode does nothing.
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#Allowed Values: NORMAL, FULLSCREEN, FULLSCREEN_BORDERLESS, MAXIMIZED, MAXIMIZED_BORDERLESS, WINDOWED, WINDOWED_BORDERLESS
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windowMode = "NORMAL"
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#Whether to replace vanilla GUI scale button to slider with tips.
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useNewGuiScale = true
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#Remove telemetry event of client behaviors.
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removeTelemetry = false
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#Allow Slack or Discord shortcodes to replace Unicode Emoji Sequences in chat.
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emojiShortcodes = true
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#View Config
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[view]
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#Force layout direction to RTL, otherwise, the current Locale setting.
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forceRtl = false
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#The global font scale used with sp units.
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#Range: 0.5 ~ 2.0
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fontScale = 1.0
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#Default scrollbar size in dips.
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#Range: 0 ~ 1024
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scrollbarSize = 4
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#Distance a touch can wander before we think the user is scrolling in dips.
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#Range: 0 ~ 1024
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touchSlop = 4
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#Distance a hover can wander while it is still considered "stationary" in dips.
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#Range: 0 ~ 1024
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hoverSlop = 4
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#Minimum size of the touch target for a scrollbar in dips.
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#Range: 0 ~ 1024
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minScrollbarTouchTarget = 16
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#Minimum velocity to initiate a fling in dips per second.
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#Range: 0 ~ 32767
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minimumFlingVelocity = 50
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#Maximum velocity to initiate a fling in dips per second.
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#Range: 0 ~ 32767
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maximumFlingVelocity = 8000
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#The coefficient of friction applied to flings/scrolls.
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#Range: 0.001 ~ 7.389
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scrollFriction = 0.014999999664723873
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#Max distance in dips to overscroll for edge effects.
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#Range: 0 ~ 1024
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overscrollDistance = 0
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#Max distance in dips to overfling for edge effects.
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#Range: 0 ~ 1024
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overflingDistance = 12
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#Amount to scroll in response to a vertical scroll event, in dips per axis value.
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#Range: 0.0 ~ 1024.0
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verticalScrollFactor = 64.0
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#Amount to scroll in response to a horizontal scroll event, in dips per axis value.
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#Range: 0.0 ~ 1024.0
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horizontalScrollFactor = 64.0
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#The duration in milliseconds before a hover event causes a tooltip to be shown.
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#Range: 0 ~ 1200
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hoverTooltipShowTimeout = 500
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#The duration in milliseconds before mouse inactivity causes a tooltip to be hidden.
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#Range: 3000 ~ 120000
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hoverTooltipHideTimeout = 30000
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#Font Config
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[font]
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#The first font family to use. See fallbackFontFamilyList
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firstFontFamily = "Inter Frozen Medium"
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#A set of fallback font families to determine the typeface to use.
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#The order is first > fallbacks. TrueType & OpenType are supported.
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#Each element can be one of the following two cases:
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#1) Name of registered font family, for instance: Segoe UI
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#2) Path of font files on your PC, for instance: /usr/shared/fonts/x.otf
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#Registered font families include:
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#1) OS builtin fonts.
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#2) Font files in fontRegistrationList.
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#3) Font files in '/resourcepacks' directory.
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#4) Font files under 'modernui:font' in resource packs.
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#Note that for TTC/OTC font, you should register it and select one of font families.
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#Otherwise, only the first font family from the TrueType/OpenType Collection will be used.
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#This is only read once when the game is loaded, you can reload via in-game GUI.
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fallbackFontFamilyList = ["Source Han Sans CN Medium", "Noto Sans", "Segoe UI Variable", "Segoe UI", "San Francisco", "Open Sans", "SimHei", "STHeiti", "Segoe UI Symbol", "mui-i18n-compat"]
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#A set of additional font files (or directories) to register.
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#For TrueType/OpenType Collections, all contained font families will be registered.
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#Registered fonts can be referenced in Modern UI and Minecraft (Modern Text Engine).
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#For example, "E:/Fonts" means all font files in that directory will be registered.
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#System requires random access to these files, you should not remove them while running.
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#This is only read once when the game is loaded, i.e. registration.
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fontRegistrationList = []
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#Whether to use Google Noto Color Emoji, otherwise grayscale emoji (faster).
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#See Unicode 15.0 specification for details on how this affects text layout.
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useColorEmoji = true
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#When enabled, text layout uses fractional metrics with no font hinting and applies sub-pixel positioning.
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#When disabled, text layout uses integer metrics with full font hinting.
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linearMetrics = true
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ModernUI/common-1.toml.bak
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ModernUI/common-1.toml.bak
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#Developer Config
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[developer]
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#Whether to enable developer mode.
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enableDeveloperMode = false
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#Range: > -2147483648
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oneTimeEvents = 0
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ModernUI/text-1.toml.bak
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ModernUI/text-1.toml.bak
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#Text Engine Config
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[text]
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#Allow text renderer to drop shadow, setting to false can improve performance.
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allowShadow = true
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#Fix resolution level at 2. When the GUI scale increases, the resolution level remains.
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#Then GUI scale should be even numbers (2, 4, 6...), based on Minecraft GUI system.
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#If your fonts are not bitmap fonts, then you should keep this setting false.
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fixedResolution = false
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#Control base font size, in GUI scaled pixels. The default and vanilla value is 8.
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#For bitmap fonts, 8 represents a glyph size of 8x or 16x if fixed resolution.
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#This option only applies to TrueType fonts.
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#Range: 6.5 ~ 9.5
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baseFontSize = 8.0
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#Control vertical baseline for vanilla text layout, in GUI scaled pixels.
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#The vanilla default value is 7.
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#Range: 4.0 ~ 10.0
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baselineShift = 7.0
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#Control the text shadow offset for vanilla text rendering, in GUI scaled pixels.
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#Range: 0.20000000298023224 ~ 2.0
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shadowOffset = 0.5
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#Control the text outline offset for vanilla text rendering, in GUI scaled pixels.
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#Range: 0.20000000298023224 ~ 2.0
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outlineOffset = 0.5
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#Control the horizontal offset for bitmap fonts, in GUI scaled pixels.
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#Range: 0.0 ~ 1.0
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bitmapOffset = 0.5
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#Set the recycle time of layout cache in seconds, using least recently used algorithm.
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#Range: 2 ~ 15
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cacheLifespan = 6
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#The bidirectional text heuristic algorithm. The default is FirstStrong (Locale).
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#This will affect which BiDi algorithm to use during text layout.
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#Allowed Values: FIRST_STRONG, ANY_RTL, LTR, RTL, LOCALE, FIRST_STRONG_LTR, FIRST_STRONG_RTL
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textDirection = "FIRST_STRONG"
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#Whether to use Modern UI text rendering pipeline in 3D world.
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#Disabling this means that SDF text and rendering optimization are no longer effective.
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#But text rendering can be compatible with OptiFine Shaders and Iris Shaders.
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#This does not affect text rendering in GUI.
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#This option only applies to TrueType fonts.
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useTextShadersInWorld = true
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#For "minecraft:default" font, should we keep some glyph providers of them?
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#Ignore All: Only use Modern UI typeface list.
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#Keep ASCII: Include minecraft:font/ascii.png, minecraft:font/accented.png, minecraft:font/nonlatin_european.png
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#Keep Other: Include providers other than ASCII and Unicode font.
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#Keep All: Include all except Unicode font.
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#Only Include: Only include providers that specified by defaultFontRuleSet.
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#Only Exclude: Only exclude providers that specified by defaultFontRuleSet.
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#Allowed Values: IGNORE_ALL, KEEP_ASCII, KEEP_OTHER, KEEP_ALL, ONLY_INCLUDE, ONLY_EXCLUDE
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defaultFontBehavior = "ONLY_EXCLUDE"
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#Used when defaultFontBehavior is either ONLY_INCLUDE or ONLY_EXCLUDE.
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#This specifies a set of regular expressions to match the glyph provider name.
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#For bitmap providers, this is the texture path without 'textures/'.
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#For TTF providers, this is the TTF file path without 'font/'.
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#For space providers, this is "font_name / minecraft:space",
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#where font_name is font definition path without 'font/'.
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defaultFontRuleSet = ["^minecraft:font\\/(nonlatin_european|accented|ascii|element_ideographs|cjk_punctuations|ellipsis|2em_dash)\\.png$", "^minecraft:include\\/space \\/ minecraft:space$", "^minecraft:font\\/(mcsans|emoji)_05_00\\d.png$"]
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#Whether to use text component object as hash key to lookup in layout cache.
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#If you find that Modern UI text rendering is not compatible with some mods,
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#you can disable this option for compatibility, but this will decrease performance a bit.
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#Modern UI will use another cache strategy if this is disabled.
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useComponentCache = true
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#Allow text layout to be computed from background threads (not cached).
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#Otherwise, block the current thread and wait for main thread.
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allowAsyncLayout = true
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#See CSS line-break property, https://developer.mozilla.org/en-US/docs/Web/CSS/line-break
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#Allowed Values: AUTO, LOOSE, NORMAL, STRICT
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lineBreakStyle = "AUTO"
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#Allowed Values: AUTO, PHRASE
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lineBreakWordStyle = "AUTO"
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#When enabled, Modern UI will compute texel density in device-space to determine whether to use SDF text or bilinear sampling.
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#This feature requires GLSL 400 or has no effect.
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#This generally decreases performance but provides better rendering quality.
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#This option only applies to TrueType fonts. May not be compatible with OptiFine.
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smartSDFShaders = true
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#When rendering in 2D, this option allows Modern UI to exactly compute font size in device-space from the current coordinate transform matrix.
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#This provides perfect text rendering for scaling-down texts in vanilla, but may increase GPU memory usage.
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#When disabled, Modern UI will use SDF text rendering if appropriate.
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#This option only applies to TrueType fonts.
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computeDeviceFontSize = true
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#When enabled, Modern UI will use SDF text rendering if appropriate.
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#Otherwise, it uses nearest-neighbor or bilinear sampling based on texel density.
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#This option only applies to TrueType fonts.
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allowSDFTextIn2D = true
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#When enabled, the outline of the experience level text will be tweaked.
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tweakExperienceText = true
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#Control the anti-aliasing of raw glyph rasterization.
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antiAliasing = true
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#When enabled, text layout uses fractional metrics with no font hinting.
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#When disabled, text layout uses integer metrics with full font hinting.
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#Disable if on low-res monitor; enable for linear text.
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linearMetrics = false
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#Control the minimum pixel density for SDF text and text in 3D world rendering.
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#This value will be no less than current GUI scale.
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#Recommend setting a higher value on high-res monitor and powerful PC hardware.
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#Range: 4 ~ 10
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minPixelDensityForSDF = 4
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#Enable linear sampling for A8 font atlases with mipmaps, mag filter will be always
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#NEAREST. We prefer computeDeviceFontSize and allowSDFTextIn2D, then setting this to
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#false can improve performance. If either of the above two is false or Shaders are active,
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#then setting this to true can improve readability.
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linearSamplingA8Atlas = false
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@@ -1,14 +1,19 @@
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[display]
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#Should the picked up amount be shown when it's just a single item.
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#Default Value: true
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display_single_count = true
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#Add the total amount of an item in your inventory to the entry.
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#Default Value: false
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inventory_count = false
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#Mode for drawing a background behind entries for better visibility. 'CHAT' is similar to the chat background, 'TOOLTIP' uses the tooltip background rendering instead.
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#Default Value: NONE
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#Allowed Values: NONE, CHAT, TOOLTIP
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entry_background = "NONE"
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#Add the name of the item to the entry.
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#Default Value: true
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display_item_name = true
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#Where and if to display the amount of items picked up. 'SPRITE' will render the amount on the item sprite like in inventories, 'TEXT' will add a dedicated text including the amount to the item name display.
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#Default Value: TEXT
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#Allowed Values: OFF, SPRITE, TEXT, BOTH
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display_amount = "TEXT"
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#Show a small sprite next to the name of each entry showing its contents.
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@@ -36,8 +41,10 @@
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[general]
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#Prevent items from being added to the pick-up log when in creative mode.
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#Default Value: false
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disable_in_creative = false
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#Show the value of experience points collected instead of the amount of individual orbs.
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#Default Value: true
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experience_value = true
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#Force-run the mod on the client-side only.
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#Only enable this when there are problems, e. g. the same pick-up being logged multiple times. Partial item stack pick-ups (when the inventory is full) won't show, and backpack compat won't work.
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66
pickupnotifier/pickupnotifier-client-2.toml.bak
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pickupnotifier/pickupnotifier-client-2.toml.bak
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[display]
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#Should the picked up amount be shown when it's just a single item.
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display_single_count = true
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#Add the total amount of an item in your inventory to the entry.
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inventory_count = false
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#Mode for drawing a background behind entries for better visibility. 'CHAT' is similar to the chat background, 'TOOLTIP' uses the tooltip background rendering instead.
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#Allowed Values: NONE, CHAT, TOOLTIP
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entry_background = "NONE"
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#Add the name of the item to the entry.
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display_item_name = true
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#Where and if to display the amount of items picked up. 'SPRITE' will render the amount on the item sprite like in inventories, 'TEXT' will add a dedicated text including the amount to the item name display.
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#Allowed Values: OFF, SPRITE, TEXT, BOTH
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display_amount = "TEXT"
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#Show a small sprite next to the name of each entry showing its contents.
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draw_sprites = true
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#Color of the entry name text.
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#Allowed Values: BLACK, DARK_BLUE, DARK_GREEN, DARK_AQUA, DARK_RED, DARK_PURPLE, GOLD, GRAY, DARK_GRAY, BLUE, GREEN, AQUA, RED, LIGHT_PURPLE, YELLOW, WHITE
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default_color = "WHITE"
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#Ignore rarity of items and always use color specified in "Text Color" instead.
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ignore_rarity = false
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#Screen corner for entry list to be drawn in.
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#Allowed Values: TOP_LEFT, TOP_RIGHT, BOTTOM_LEFT, BOTTOM_RIGHT
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screen_corner = "BOTTOM_RIGHT"
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#Offset on x-axis from screen border.
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#Range: > 0
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offset_x = 8
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#Offset on y-axis from screen border.
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#Range: > 0
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offset_y = 4
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||||
#Percentage of relative screen height entries are allowed to fill at max.
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#Range: 0.0 ~ 1.0
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max_height = 0.5
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||||
#Scale of entries. A lower scale will make room for more rows to show. Works together with "GUI Scale" option in "Video Settings".
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||||
#Range: 1 ~ 24
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scale = 8
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[general]
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#Prevent items from being added to the pick-up log when in creative mode.
|
||||
disable_in_creative = false
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#Show the value of experience points collected instead of the amount of individual orbs.
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||||
experience_value = true
|
||||
#Force-run the mod on the client-side only.
|
||||
#Only enable this when there are problems, e. g. the same pick-up being logged multiple times. Partial item stack pick-ups (when the inventory is full) won't show, and backpack compat won't work.
|
||||
#When playing on a server without this mod this option will be used automatically.
|
||||
force_client_only = false
|
||||
#Show item entities the player has collected in the pick-up notifications.
|
||||
include_items = true
|
||||
#Show experience orbs the player has collected in the pick-up notifications.
|
||||
include_experience = true
|
||||
#Show shot arrows the player has collected in the pick-up notifications.
|
||||
include_arrows = true
|
||||
|
||||
[behavior]
|
||||
#Combine entries of the same type instead of showing each one individually.
|
||||
#Allowed Values: ALWAYS, NEVER, EXCLUDE_NAMED
|
||||
combine_entries = "EXCLUDE_NAMED"
|
||||
#Amount of ticks each entry will be shown for. Set to 0 to only remove entries when space for new ones is needed.
|
||||
#Range: > 0
|
||||
display_time = 80
|
||||
#Make outdated entries slowly move out of the screen instead of disappearing in place.
|
||||
move_out_of_screen = true
|
||||
#Amount of ticks it takes for an entry to move out of the screen. Value cannot be larger than "Display Time".
|
||||
#Range: > 0
|
||||
move_time = 20
|
||||
#Make outdated entry names slowly fade away instead of simply vanishing.
|
||||
fade_away = true
|
||||
@@ -1,265 +0,0 @@
|
||||
{
|
||||
"backpackSettings": {
|
||||
"leather": {
|
||||
// Number of inventory slots for the tier
|
||||
"inventorySlotCount": 27,
|
||||
// Number of upgrade slots for the tier
|
||||
"upgradeSlotCount": 2,
|
||||
// Number of tool slots for the tier
|
||||
"toolSlotCount": 2,
|
||||
// Tank capacity per row of backpack storage, 81000 equals 1 Bucket (Leather backpack 3 rows of 9 slots = 3 * 81000
|
||||
"tankCapacityPerRow": 81000
|
||||
},
|
||||
"iron": {
|
||||
// Number of inventory slots for the tier
|
||||
"inventorySlotCount": 45,
|
||||
// Number of upgrade slots for the tier
|
||||
"upgradeSlotCount": 3,
|
||||
// Number of tool slots for the tier
|
||||
"toolSlotCount": 3,
|
||||
// Tank capacity per row of backpack storage, 81000 equals 1 Bucket (Leather backpack 3 rows of 9 slots = 3 * 81000
|
||||
"tankCapacityPerRow": 81000
|
||||
},
|
||||
"gold": {
|
||||
// Number of inventory slots for the tier
|
||||
"inventorySlotCount": 63,
|
||||
// Number of upgrade slots for the tier
|
||||
"upgradeSlotCount": 4,
|
||||
// Number of tool slots for the tier
|
||||
"toolSlotCount": 4,
|
||||
// Tank capacity per row of backpack storage, 81000 equals 1 Bucket (Leather backpack 3 rows of 9 slots = 3 * 81000
|
||||
"tankCapacityPerRow": 81000
|
||||
},
|
||||
"diamond": {
|
||||
// Number of inventory slots for the tier
|
||||
"inventorySlotCount": 81,
|
||||
// Number of upgrade slots for the tier
|
||||
"upgradeSlotCount": 5,
|
||||
// Number of tool slots for the tier
|
||||
"toolSlotCount": 5,
|
||||
// Tank capacity per row of backpack storage, 81000 equals 1 Bucket (Leather backpack 3 rows of 9 slots = 3 * 81000
|
||||
"tankCapacityPerRow": 81000
|
||||
},
|
||||
"netherite": {
|
||||
// Number of inventory slots for the tier
|
||||
"inventorySlotCount": 99,
|
||||
// Number of upgrade slots for the tier
|
||||
"upgradeSlotCount": 6,
|
||||
// Number of tool slots for the tier
|
||||
"toolSlotCount": 6,
|
||||
// Tank capacity per row of backpack storage, 81000 equals 1 Bucket (Leather backpack 3 rows of 9 slots = 3 * 81000
|
||||
"tankCapacityPerRow": 81000
|
||||
},
|
||||
// Enables equipping the backpack on right-click from the ground (Disabled if Trinkets/Accessories Integration is enabled)
|
||||
"rightClickEquip": true,
|
||||
// Enables unequipping the backpack on right-click on the ground with empty hand (Disabled if Trinkets/Accessories Integration is enabled)
|
||||
"rightClickUnequip": false,
|
||||
// Allows to use only equipped backpack
|
||||
"allowOnlyEquippedBackpack": false,
|
||||
// Allows opening the backpack by pressing a keybind while hovering over the slot with backpack in the player's inventory
|
||||
"allowOpeningFromSlot": false,
|
||||
// Backpack immune to any damage source (lava, fire), can't be destroyed, never disappears as floating item
|
||||
"invulnerableBackpack": true,
|
||||
// List of items that can be put in tool slots (Use registry names, for example: minecraft:apple, minecraft:flint)
|
||||
"toolSlotsAcceptableItems": [],
|
||||
// List of items that can't be put in backpack inventory (Use registry names, for example: minecraft:apple, minecraft:flint)
|
||||
"blacklistedItems": [],
|
||||
// Tool slots accept any item
|
||||
"toolSlotsAcceptEverything": false,
|
||||
// Allows putting shulker boxes and other items with inventory in backpack
|
||||
"allowShulkerBoxes": false,
|
||||
// Prevents backpack disappearing in void, spawns floating backpack above minimum Y when player dies in void
|
||||
"voidProtection": true,
|
||||
// Places backpack at place where player died
|
||||
"backpackDeathPlace": true,
|
||||
// Places backpack at place where player died, replacing all blocks that are breakable and do not have inventory (backpackDeathPlace must be true in order to work)
|
||||
"backpackForceDeathPlace": false,
|
||||
// Allows sleeping in a sleeping bag without the need to unequip and place the backpack on the ground
|
||||
"quickSleepingBag": true,
|
||||
"enableSleepingBagSpawnPoint": false,
|
||||
// Backpacks can only be equipped in the Trinkets/Accessories 'Back' slot, provided those mods are installed. If set to false, backpacks can only be equipped by clicking the button in the Backpack GUI. This setting can be changed without unequipping the backpack. An already equipped backpack will not disappear and can be retrieved from the player's inventory.
|
||||
"backSlotIntegration": true
|
||||
},
|
||||
"backpackUpgrades": {
|
||||
"enableTanksUpgrade": true,
|
||||
"enableCraftingUpgrade": true,
|
||||
"enableFurnaceUpgrade": true,
|
||||
"enableSmokerUpgrade": true,
|
||||
"enableBlastFurnaceUpgrade": true,
|
||||
"enableJukeboxUpgrade": true,
|
||||
"pickupUpgradeSettings": {
|
||||
"enableUpgrade": true,
|
||||
"filterSlotCount": 9
|
||||
},
|
||||
"magnetUpgradeSettings": {
|
||||
"enableUpgrade": true,
|
||||
"filterSlotCount": 9,
|
||||
"pullRange": 5,
|
||||
"tickRate": 10
|
||||
},
|
||||
"feedingUpgradeSettings": {
|
||||
"enableUpgrade": true,
|
||||
"filterSlotCount": 9,
|
||||
"tickRate": 100
|
||||
},
|
||||
"voidUpgradeSettings": {
|
||||
"enableUpgrade": true,
|
||||
"filterSlotCount": 9
|
||||
}
|
||||
},
|
||||
"world": {
|
||||
// Enables backpacks spawning in loot chests
|
||||
"enableLoot": true,
|
||||
// Enables chance to spawn Zombie, Skeleton, Wither Skeleton, Piglin or Enderman with random backpack equipped
|
||||
"spawnEntitiesWithBackpack": true,
|
||||
// List of overworld entity types that can spawn with equipped backpack. DO NOT ADD anything to this list, because the game will crash, remove entries if mob should not spawn with backpack
|
||||
"possibleOverworldEntityTypes": [
|
||||
"minecraft:zombie",
|
||||
"minecraft:skeleton",
|
||||
"minecraft:enderman"
|
||||
],
|
||||
// List of nether entity types that can spawn with equipped backpack. DO NOT ADD anything to this list, because the game will crash, remove entries if mob should not spawn with backpack
|
||||
"possibleNetherEntityTypes": [
|
||||
"minecraft:wither_skeleton",
|
||||
"minecraft:piglin"
|
||||
],
|
||||
// Defines spawn chance of entity with a backpack
|
||||
"chance": 0.004999999888241291,
|
||||
// List of backpacks that can spawn on overworld mobs
|
||||
"overworldBackpacks": [
|
||||
"travelersbackpack:standard",
|
||||
"travelersbackpack:diamond",
|
||||
"travelersbackpack:gold",
|
||||
"travelersbackpack:emerald",
|
||||
"travelersbackpack:iron",
|
||||
"travelersbackpack:lapis",
|
||||
"travelersbackpack:redstone",
|
||||
"travelersbackpack:coal",
|
||||
"travelersbackpack:bookshelf",
|
||||
"travelersbackpack:sandstone",
|
||||
"travelersbackpack:snow",
|
||||
"travelersbackpack:sponge",
|
||||
"travelersbackpack:cake",
|
||||
"travelersbackpack:cactus",
|
||||
"travelersbackpack:hay",
|
||||
"travelersbackpack:melon",
|
||||
"travelersbackpack:pumpkin",
|
||||
"travelersbackpack:creeper",
|
||||
"travelersbackpack:enderman",
|
||||
"travelersbackpack:skeleton",
|
||||
"travelersbackpack:spider",
|
||||
"travelersbackpack:bee",
|
||||
"travelersbackpack:wolf",
|
||||
"travelersbackpack:fox",
|
||||
"travelersbackpack:ocelot",
|
||||
"travelersbackpack:horse",
|
||||
"travelersbackpack:cow",
|
||||
"travelersbackpack:pig",
|
||||
"travelersbackpack:sheep",
|
||||
"travelersbackpack:chicken",
|
||||
"travelersbackpack:squid"
|
||||
],
|
||||
// List of backpacks that can spawn on nether mobs
|
||||
"netherBackpacks": [
|
||||
"travelersbackpack:quartz",
|
||||
"travelersbackpack:nether",
|
||||
"travelersbackpack:blaze",
|
||||
"travelersbackpack:ghast",
|
||||
"travelersbackpack:magma_cube",
|
||||
"travelersbackpack:wither"
|
||||
],
|
||||
// Enables trade for Villager Backpack in Librarian villager trades
|
||||
"enableVillagerTrade": true
|
||||
},
|
||||
"backpackAbilities": {
|
||||
"enableBackpackAbilities": true,
|
||||
// Newly crafted backpacks will have ability enabled by default
|
||||
"forceAbilityEnabled": true,
|
||||
// List of backpacks that are allowed to have an ability. DO NOT ADD anything to this list, because the game will crash, remove entries if backpack should not have ability
|
||||
"allowedAbilities": [
|
||||
"travelersbackpack:netherite",
|
||||
"travelersbackpack:diamond",
|
||||
"travelersbackpack:gold",
|
||||
"travelersbackpack:emerald",
|
||||
"travelersbackpack:iron",
|
||||
"travelersbackpack:lapis",
|
||||
"travelersbackpack:redstone",
|
||||
"travelersbackpack:bookshelf",
|
||||
"travelersbackpack:sponge",
|
||||
"travelersbackpack:cake",
|
||||
"travelersbackpack:cactus",
|
||||
"travelersbackpack:melon",
|
||||
"travelersbackpack:pumpkin",
|
||||
"travelersbackpack:creeper",
|
||||
"travelersbackpack:dragon",
|
||||
"travelersbackpack:enderman",
|
||||
"travelersbackpack:blaze",
|
||||
"travelersbackpack:ghast",
|
||||
"travelersbackpack:magma_cube",
|
||||
"travelersbackpack:spider",
|
||||
"travelersbackpack:wither",
|
||||
"travelersbackpack:warden",
|
||||
"travelersbackpack:bat",
|
||||
"travelersbackpack:bee",
|
||||
"travelersbackpack:ocelot",
|
||||
"travelersbackpack:cow",
|
||||
"travelersbackpack:chicken",
|
||||
"travelersbackpack:squid",
|
||||
"travelersbackpack:hay",
|
||||
"travelersbackpack:fox"
|
||||
],
|
||||
/* List of effect abilities associated with backpacks, you can modify this list as you wish. Different effects can be added to different backpacks.
|
||||
Formatting: "<backpack_registry_name>; <status_effect_registry_name>; <min_duration_ticks>; <max_duration_ticks>; <amplifier>"
|
||||
*/
|
||||
"backpackEffects": [
|
||||
"travelersbackpack:bat; minecraft:night_vision; 260; 300; 0",
|
||||
"travelersbackpack:magma_cube; minecraft:fire_resistance; 260; 300; 0",
|
||||
"travelersbackpack:squid; minecraft:water_breathing; 260; 300; 0",
|
||||
"travelersbackpack:dragon; minecraft:regeneration; 260; 300; 0",
|
||||
"travelersbackpack:dragon; minecraft:strength; 250; 290; 0",
|
||||
"travelersbackpack:quartz; minecraft:haste; 260; 300; 0",
|
||||
"travelersbackpack:fox; minecraft:jump_boost; 260; 300; 0"
|
||||
],
|
||||
/* List of cooldowns that are being applied after ability usage, the backpacks on the list are all that currently have cooldowns, adding additional backpack will not give it cooldown.
|
||||
Formatting: "<backpack_registry_name>; <min_possible_cooldown_seconds>; <max_possible_cooldown_seconds>"
|
||||
*/
|
||||
"cooldowns": [
|
||||
"travelersbackpack:creeper; 1200; 1800",
|
||||
"travelersbackpack:cow; 480; 540",
|
||||
"travelersbackpack:chicken; 360; 600",
|
||||
"travelersbackpack:cake; 360; 480",
|
||||
"travelersbackpack:melon; 120; 480"
|
||||
]
|
||||
},
|
||||
"slownessDebuff": {
|
||||
// Player gets slowness effect, if carries too many backpacks in inventory
|
||||
"tooManyBackpacksSlowness": false,
|
||||
// Maximum number of backpacks, which can be carried in inventory, without slowness effect
|
||||
"maxNumberOfBackpacks": 3,
|
||||
"slownessPerExcessedBackpack": 1
|
||||
},
|
||||
"client": {
|
||||
"overlay": {
|
||||
// Enables tanks and tool slots overlay, while backpack is worn
|
||||
"enableOverlay": true,
|
||||
// Offsets to left side
|
||||
"offsetX": 20,
|
||||
// Offsets to up
|
||||
"offsetY": 30
|
||||
},
|
||||
// Whether the backpack icon should be visible in player's inventory
|
||||
"showBackpackIconInInventory": true,
|
||||
// Sends a message to the player on death with backpack coordinates
|
||||
"sendBackpackCoordinatesMessage": true,
|
||||
// Enables tool cycling via keybind (Default Z) + scroll combination, while backpack is worn
|
||||
"enableToolCycling": true,
|
||||
// Allows tool cycling using keybinding only (Default Z)
|
||||
"disableScrollWheel": false,
|
||||
// Enables tip, how to obtain a backpack, if there's no crafting recipe for it
|
||||
"obtainTips": true,
|
||||
// Render tools in tool slots on the backpack, while worn
|
||||
"renderTools": true,
|
||||
// Only for supporters, option to show/hide the Supporter Star Badge. If you want to receive the Supporter Star Badge, visit my Ko-fi page :)! - https://ko-fi.com/tiviacz1337
|
||||
"showSupporterBadge": true
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user