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