[Season] #The lasting days of each term, while 4 seasons in 1 year, 6 terms in 1 season. #Range: 1 ~ 5000 LastingDaysOfEachTerm = 7 #The index of the initial solar term, and note it only can be used to first start the world with the mod. #Range: 1 ~ 24 InitialSolarTermIndex = 1 #Enable solar term change inform. EnableInform = true #Whether send inform with icon. EnableInformIcon = true #Enable local calendar and local info synchronization. EnableLocalInfoAndCalendar = true #Whether to pop up the solar term reminder when the calendar item cannot be placed. CalendarItemHint = false #In summer, the days are long and the nights are short, while in winter, the days are short and the nights are long. DynamicDaylightDuration = true #Day time length of spring, divided into six periods according to the solar term table. SpringDayTimes = [10500, 11000, 11500, 12000, 12500, 13000] #Day time length of summer, divided into six periods according to the solar term table. SummerDayTimes = [13500, 14000, 14500, 15000, 14500, 14000] #Day time length of autumn, divided into six periods according to the solar term table. AutumnDayTimes = [13500, 13000, 12500, 12000, 11500, 11000] #Day time length of winter, divided into six periods according to the solar term table. WinterDayTimes = [10500, 10000, 9500, 9000, 9500, 10000] #Day time length of none season, divided into six periods according to the solar term table. NoneDayTimes = [12000] #List of dimensions where season effects apply. Must be natural worlds with a day-night cycle. ValidDimensions = ["minecraft:overworld"] #The timing of snowfall now varies within a certain range each year. DynamicSnowTerm = true #Enable the season definitions system. EnableSeasonDefinition = false [Weather] #Enable the Ecliptic local weather system that adapts weather to each biome. UseSolarWeather = true #Enable weather regions, linking specific biomes to particular weather to prevent scattered patterns. EnableWeatherRegion = true #Prevent rain from occurring in biomes without precipitation like desert. NotRainInDesert = false #Set it true to initialize weather and snow when loading the mod or level for the first time. ShouldInitWeather = false #Multiplier (0-1000) affecting the chance of rain. Higher values make rain more likely. #Range: 0 ~ 1000 RainChancePercentMultiplier = 40 #Multiplier (0-1000) affecting the chance of thunder. Higher values make thunder more likely. #Range: 0 ~ 1000 ThunderChancePercentMultiplier = 20 #Clear rain or thunder status after the player sleeps. ClearAfterSleep = false [Temperature] #Ice or snow layer will melt in warm time. IceAndSnowMelt = false #It will snow in cold time. IceAndSnow = false #Add heat stroke effect in summer noon while in hot biome. HeatStroke = false [Crop] #Enable crop season control. EnableSeasonalCrop = true #Enable crop humidity control. EnableCropHumidityControl = true #If enabled, humidity check will transition smoothly instead of snapping. CropHumidityTransition = true #Send message to player if failed to use bone meal on crop. BoneMealFailureMessage = true #Consume anyway if failed to use bone meal on crop. BoneMealConsumeOnFailure = true #The maximum effective diameter of the greenhouse. #Range: 5 ~ 256 GreenHouseMaxDiameter = 32 #The maximum effective height of the greenhouse. #Range: 3 ~ 128 GreenHouseMaxHeight = 10 #Build a simple greenhouse without core blocks and humidity modifiers. SimpleGreenHouseMode = false #If true, the Humidifier block will no longer consume blocks during conversion. NoCostHumidifier = false #The working range of the Season Core block. #Range: 4 ~ 31 SeasonCoreRange = 15 #Whether to enable complex shape checking. ComplexGreenHouseCheck = true #Calculate the working range of the greenhouse block by box distance and not Euclidean range. UseBoxDistance = true #[Deprecated]If a crop is not registered for a season or humid type, default values will be used. RegisterCropDefaultValue = false #Force all crops to use compatibility mode for growth control, not just those tagged as eclipticseasons:natural_plants. ForceCompatMode = false #Save environmental humidity modifiers to chunk file. SaveChunkEnvironmentalHumidity = true #Chance that crops fail to grow inside the greenhouse due to insufficient light. Higher values make failure more likely. #Range: 0 ~ 10000 LowLightGreenhouseFailChance = 2000 [Animal] #Enable seasonal animal breed. EnableSeasonalBreed = false #Enable seasonal bee behavior, bee would like spring and not like winter and cold. EnableSeasonalBee = false #Seasons in which bees are able to pollinate crops and flowers. #Default: [SPRING] BeePollinateSeasons = ["SPRING"] #Seasons in which bees are generally active outside the hive. #Default: [SPRING, SUMMER, AUTUMN] BeeActiveSeasons = ["SPRING", "SUMMER", "AUTUMN"] #Enable seasonal fishing behavior, let enjoy summer. EnableSeasonalFishing = false #Seasons during which fishing is allowed or more effective. #Default: [SUMMER] FishingSeasons = ["SUMMER"] #Reduce fish availability during thunderstorms. LessFishInThunder = false #Season Core affects animals even without a greenhouse. SeasonCoreAffectsAnimals = true [Compat] #Compatible with mods using SereneSeasons' CropTag. SereneSeasonsCropTag = true #If a mod tries to query biome precipitation using the raw method, would adjust it to correctly ignore small biomes like rivers. FixBiomePrecipitation = true #If true, saplings will be ignored when applying Serene Seasons crop tags. #Set to false if you want saplings to also follow seasonal crop rules. SereneSeasonsCropTagIgnoreSapling = true #Crops should get automatic humidity values based on seasons from Serene Season Crop Tag. SereneSeasonCropTagBasedHumidity = true #A blacklist of mods whose crops should NOT get automatic humidity values based on seasons. #Add mod IDs here to prevent seasonal humidity assignment. #Example: ["vinery", "meadow"] ModsWithoutSereneSeasonBasedHumidity = [] #When a mod tries to query global weather parameters directly instead of using our API, Solar Weather will determine the result based on a weighted vote from the areas around players. #Range: 0.0 ~ 1.0 WeatherVotePercent = 0.5 [Debug] #“Enable logging for illegal function usage. LogIllegalUse = false #Disable snowy blocks beneath light sources with light level 0. NotSnowyUnderLight0 = false #Snow can cover the block which would lights. NotSnowOverlayGlowingBlock = false #Disable chunk extra info cache cleanup. DisableChunkCacheCleaner = false #Disable unique rebinding for biome tags. Note that after disabling, tags may overlap. DisableUniqueBiomeTagsRebinding = false #Set to false to disable tag which stops block from snowy is tagged with "eclipticseasons:snow_overlay_cannot_survive_on". DisableSnowOverlayControlTag = false #Disable cauldron enhancement, they will no longer turn into snow-filled or ice-filled cauldrons when it snows. DisableIceOrSnowCauldron = false [Map] #The map color of blocks will change during snow. ChangeMapColor = true [Resource] #Enable extra built-in snow definitions resourcepack for game. ExtraSnowDefinitions = false [Snow] #If snow falls during cold weather in warm biomes, it will gradually cover all solid blocks and grass. SnowyWinter = true #Not just the top layer, now even the leaves below are dusted with frost and snow. SnowyTree = true #Snow will not appear in overly bright areas, here define restriction levels. NotSnowyNearGlowingBlock = true #Snow will not appear in overly bright areas. #Range: 1 ~ 15 NotSnowyNearGlowingBlockLevel = 10 #Specify block IDs here to prevent those blocks from being covered by snow. ForceBlocksNotSnowy = [] #Snow Line Height, define like ["#c:is_cold/overworld", 200]. BiomeSnowLines = [] #Snowfall is now bound to world position rather than only to biomes. This allows for more location-based operations, such as snow sweeping and localized snowfall events. SnowInWorld = false #When SnowInWorld is enabled, update chunk state on load based on differences from previous state records. ForceSnowyChunkUpdate = true #When SnowInWorld is enabled, blocks like full blocks under snow layers will have a snowy appearance. SnowCoverUnderBlocks = true #When SnowInWorld is enabled, snow may melt when stepped on due to heat. SnowStepMelt = false