# Configuration file

####################
# block
####################

block {
    I:BlockArcaneDoor=1050
    I:BlockArcaneFurnace=1051
    I:BlockCandle=1052
    I:BlockChestHungry=1053
    I:BlockCosmeticOpaque=1054
    I:BlockCosmeticSolid=1055
    I:BlockCrucible=1056
    I:BlockCrystal=1057
    I:BlockCustomOre=1058
    I:BlockCustomPlant=1059
    I:BlockFluxGoo=1060
    I:BlockHole=1061
    I:BlockInfusionWorkbench=1062
    I:BlockJar=1063
    I:BlockLifter=1064
    I:BlockMagicalLeaves=1065
    I:BlockMagicalLog=1066
    I:BlockMarker=1067
    I:BlockMirror=1068
    I:BlockNitor=1069
    I:BlockSecure=1070
    I:BlockTable=1071
    I:BlockWooden=1072
    I:BlockWoodenDevice=1073
}


####################
# enchantments
#===================
# Custom enchantments
####################

enchantments {
    I:ench_charging=152
    I:ench_frugal=151
    I:ench_haste=154
    I:ench_potency=150
    I:ench_repair=155
    I:ench_wandfortune=153
}


####################
# entities
#===================
# Entity id's
####################

entities {
    I:alumentum=216
    I:dart=215
    I:firebat=211
    I:followitem=207
    I:frostshard=214
    I:giantsmartzombie=209
    I:golemclay=201
    I:golemclayadv=212
    I:golemstone=203
    I:golemstoneadv=213
    I:golemstraw=208
    I:golemtallow=206
    I:golemtallowadv=217
    I:golemwood=202
    I:smartzombie=204
    I:specialitem=200
    I:wisp=205
    I:wizardvillager=210
}


####################
# general
####################

general {
    # Enables a version of the Thauminomicon in creative mode that grants you all the research when you first use it.
    B:allow_cheat_sheet=true

    # If set to false, warded stone, doors and glass will just be cosmetic in nature and not have its hardened properties (everyone will be able to break it with equal ease).
    B:allow_warded_stone=true

    # Item aspects are hidden by default and pressing shift reveals them. Changing this setting to 'true' will reverse this behaviour and always display aspects unless shift is pressed.
    B:display_aspects=false

    # If set to true golems will attempt to play the chest opening animations and sounds whenever they interact with them.
    B:golem_chest_interact=true

    # How rare nodes are in the world. The number means there will be (on average) one node per N chunks. Nodes are genned with a minimum distance of 64 blocks between them so setting the number to 1 will probably not result in 1 node per chunk.
    I:node_rarity=23

    # This is a comma-delimited list of any block-id's the portable hole is not allowed to pass through.
    S:portablehole_blacklist=71

    # The chance of a node being special (pure, dark, unstable, etc.). The number means roughly 1 in N nodes will be special, so setting the number to 5 will mean 1 in 5 nodes may be special.
    I:special_node_rarity=75
}


####################
# item
####################

item {
    I:ArcaneDoorKey=10500
    I:BlockJarFilledItem=10501
    I:BootsTraveller=10502
    I:ElementalAxe=10503
    I:ElementalHoe=10504
    I:ElementalPickaxe=10505
    I:ElementalShovel=10506
    I:ElementalSword=10507
    I:HandMirror=10508
    I:Hellrod=10509
    I:HoverHarness=25050
    I:ItemArcaneDoor=10510
    I:ItemEssence=10511
    I:ItemGoggles=10512
    I:ItemGolemCore=10513
    I:ItemGolemDecoration=10514
    I:ItemGolemPlacer=10515
    I:ItemInkwell=10516
    I:ItemNugget=10517
    I:ItemNuggetBeef=10518
    I:ItemNuggetChicken=10519
    I:ItemNuggetPork=10520
    I:ItemPortableHole=10521
    I:ItemResearchNotes=10522
    I:ItemResource=10523
    I:ItemShard=10524
    I:ItemThaumometer=10525
    I:ItemThaumonomicon=10526
    I:ItemWispEssence=10527
    I:Robeboots=10528
    I:Robechest=10529
    I:Robelegs=10530
    I:ThaumPick=10531
    I:Thaumaxe=10532
    I:Thaumboots=10533
    I:Thaumchest=10534
    I:Thaumhelm=10535
    I:Thaumhoe=10536
    I:Thaumlegs=10537
    I:Thaumshovel=10538
    I:Thaumsword=10539
    I:TripleMeatTreat=10540
    I:WandCastingAdept=10541
    I:WandCastingApprentice=10542
    I:WandCastingMage=10543
    I:WandExcavation=10544
    I:WandFire=10545
    I:WandFrost=10546
    I:WandLightning=10547
    I:WandTrade=10548
}


####################
# monster_spawning
#===================
# Will these mobs spawn
####################

monster_spawning {
    B:spawn_angry_zombies=true
    B:spawn_fire_bats=true
}


####################
# research
#===================
# Various research related things.
####################

research {
    # The base % chance of success for experimental research
    I:base_exp_chance=33

    # The base % chance of success for 'safe' research
    I:base_safe_chance=14

    # The base % chance of item loss for 'safe' research
    I:base_safe_loss=20

    # The base % chance of success for 'thorough' research
    I:base_thorough_chance=80

    # The base % chance of item loss for 'thorough' research
    I:base_thorough_loss=90
}


####################
# world_regeneration
#===================
# If a chunk is encountered that skipped TC worldgen, then the game will attempt to regenerate certain world features if they are set to true. CAUTION: Best used for worlds created before you added this mod, and only if you know what you are doing. Backups are advised.
####################

world_regeneration {
    B:amber_ore=false
    B:aura_nodes=false
    B:cinnibar_ore=false
    B:infused_stone=false

    # This key is used to keep track of which chunk have been generated/regenerated. Changing it will cause the regeneration code to run again, so only change it if you want it to happen. Useful to regen only one world feature at a time.
    S:regen_key=DEFAULT

    # Do not load auras in chunks the next time the game/server is run. This will have the effect of deleting the aura in that chunk. This setting will automatically be set back to false. USE WITH CAUTION... obviously
    B:remove_aura_nodes=false
    B:structures=false
    B:trees=false
}


