LTDV10Test/packet/config/eclipticseasons-common.toml
3944Realms 67a395b765
Some checks failed
Deploy to Remote Server / deploy (push) Failing after 1m11s
初始化
2026-04-14 18:20:56 +08:00

186 lines
8.3 KiB
TOML

[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