forked from QTechIndustries/fermi
65 lines
2.5 KiB
INI
65 lines
2.5 KiB
INI
# Configuration file
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"weather2: tornado" {
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# Makes weather boring! or peacefull?
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B:Storm_NoTornadosOrCyclones=false
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# Use a list of blocks instead of grabbing based on calculated strength of block, if true this overrides StrengthGrabbing and RefinedGrabRules
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B:Storm_Tornado_GrabCond_List=false
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B:Storm_Tornado_GrabCond_List_PartialMatches=false
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# Grab blocks based on how well a diamond axe can mine the block, so mostly wooden blocks
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B:Storm_Tornado_GrabCond_StrengthGrabbing=true
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# Enable GrabCond_List to use, add registered block names to list, use commas to separate values
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S:Storm_Tornado_GrabList=planks, leaves
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# Treat block grab list as a blacklist instead of whitelist
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B:Storm_Tornado_GrabListBlacklistMode=false
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# Prevents tearing up of dirt, grass, sand and logs, overrides strength based grabbing
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B:Storm_Tornado_RefinedGrabRules=false
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# Used if Storm_Tornado_grabbedBlocksRepairOverTime is true, minimum of 600 ticks (30 seconds) required
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I:Storm_Tornado_TicksToRepairBlock=6000
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# Accuracy of tornado aimed at player
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I:Storm_Tornado_aimAtPlayerAngleVariance=360
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# Make tornados initial heading aimed towards closest player
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B:Storm_Tornado_aimAtPlayerOnSpawn=false
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# Grab animals, overridden by Storm_Tornado_grabPlayersOnly
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B:Storm_Tornado_grabAnimals=true
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# Tear up blocks from the ground based on conditions defined
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B:Storm_Tornado_grabBlocks=true
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# Grab entity items, overridden by Storm_Tornado_grabPlayersOnly
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B:Storm_Tornado_grabItems=true
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# Grab hostile mobs, overridden by Storm_Tornado_grabPlayersOnly
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B:Storm_Tornado_grabMobs=true
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# Grab player or not
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B:Storm_Tornado_grabPlayer=true
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# Prevent grabbing of non players
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B:Storm_Tornado_grabPlayersOnly=false
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# Grab villagers, overridden by Storm_Tornado_grabPlayersOnly
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B:Storm_Tornado_grabVillagers=true
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# Experimental idea, places the WIP repairing block where a tornado does damage instead of removing the block, causes tornado damage to self repair, recommend setting Storm_Tornado_rarityOfBreakOnFall to 0 to avoid duplicated blocks
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B:Storm_Tornado_grabbedBlocksRepairOverTime=false
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I:Storm_Tornado_maxBlocksGrabbedPerTick=5
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# Max amount of flying entity blocks allowed active, if it goes over this, it stops turning destroyed blocks into entities
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I:Storm_Tornado_maxFlyingEntityBlocks=200
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I:Storm_Tornado_rarityOfBreakOnFall=5
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# How rarely a block will be removed while spinning around a tornado
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I:Storm_Tornado_rarityOfDisintegrate=15
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}
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