[general] block_growths = true #put here the name of a block growth json you want to disable i.e: [weeds, weeds_spread].Note that this is not the preferred way to do this as block growths are all data driven so it would be best to disable or tweak them by creating a datapack that overrides themCheck the mod data folder for the required names. Requires resource reload (/data reload) block_growth_blacklist = [] creative_tab = false #Drop stuff when in creative drop_in_creative = false #Save generated resources to disk in a 'debug' folder in your game directory. Mainly for debug purposes but can be used to generate assets in all wood types for your mods :0 debug_save_dynamic_pack = false [mossy_blocks] #Range: 0.0 ~ 1.0 interest_for_face = 0.3 #Range: 0.0 ~ 1.0 patchiness = 0.5 #Range: 0.0 ~ 1.0 immune_chance = 0.4 needs_air = true enabled = true [cracked_blocks] cracking_drops_brick = false #Range: 0.0 ~ 1.0 interest_for_face = 0.6 #Range: 0.0 ~ 1.0 patchiness = 0.4 #Range: 0.0 ~ 1.0 immune_chance = 0.4 needs_air = false enabled = true [icicle] react_to_vibrations = true #Range: 1 ~ 100 spawn_rarity = 12 disable_icicles = false [freezing] #Range: 0 ~ 1000 icicle = 300 [charring] #Range: 0.0 ~ 1.0 fire_chars_wood = 0.3 soot_spawn = true flammable_cobweb = true [item_interaction] pickaxe_cracking = true pickaxe_cracking_shift = false brick_breaking = true azalea_shearing = true moss_shearing = true moss_burning = true shovel_extinguish = true sponge_rusting = true sponge_rust_drying = false axe_stripping = true axe_rusting = true [food] icicle_food = true icicle_fire_resistance = true [misc] composter_dirt = true grass_over_mycelium = true mycelium_over_grass = true generic_bark = "" leggings_prevents_thorn_damage = true [leaf_piles] leaf_piles_slow = true #Range: 0.0 ~ 1.0 spawn_entity_from_decay = 0.3 #Range: 1 ~ 256 reach = 12 #Range: 1 ~ 8 max_pile_height = 3 #leaves that wont spawn leaf piles leaf_piles_blacklist = [] [thin_ice] natural_melting = false [lightning_growths] vitrified_lightning = true #chance that a lightning strike on sand creates fulgurite #Range: 0.0 ~ 1.0 fulgurite_chance = 0.4 [rusting] rusting = true #Range: 1 ~ 8 rusting_influence_radius = 4 #Range: 0.0 ~ 1.0 rusting_rate = 0.06 rust_streaking = true