[redstone]
	wind_vane = true
	clock_block = true
	redstone_illuminator = true
	crank = true
	cog_block = true
	gold_door = true
	gold_trapdoor = true
	lock_block = true
	relayer = true

	[redstone.speaker_block]
		enabled = true
		#Enable/disable speaker block narrator mode
		narrator_enabled = true
		#Max text
		# Default: 32
		# Range: 0 ~ 10000
		max_text = 32
		#Maximum block range
		# Default: 64
		# Range: 0 ~ 100000000
		range = 64

	[redstone.bellows]
		enabled = true
		#bellows pushes air following this equation: 
		#air=(sin(2PI*ticks/period)<0), with period = base_period-(redstone_power-1)*power_scaling 
		#represents base period at 1 power
		# Default: 78
		# Range: 1 ~ 512
		base_period = 78
		#entities with velocity greater than this won't be pushed
		# Default: 2.0
		# Range: 0.0 ~ 16.0
		power_scaling = 2.0
		#velocity increase uses this equation: 
		#vel = base_vel*((range-entity_distance)/range) with base_vel = base_velocity_scaling/period 
		#note that the block will push further the faster it's pulsing
		# Default: 5.0
		# Range: 0.0 ~ 64.0
		base_velocity_scaling = 5.0
		#note that it will still only keep alive the two fire blocks closer to it
		# Default: 5
		# Range: 0 ~ 16
		range = 5

	[redstone.spring_launcher]
		enabled = true
		#spring launcher launch speed
		# Default: 1.5
		# Range: 0.0 ~ 16.0
		velocity = 1.5
		#fall distance needed to trigger the automatic spring launch
		# Default: 5
		# Range: 0 ~ 512
		fall_height_required = 5

	[redstone.enderman_head]
		enabled = true
		drop_head = true
		#Time to increase 1 power level when being looked at
		# Default: 15
		# Range: 0 ~ 10000
		ticks_to_increase_power = 15
		#do enderman heads work when looked from any side?
		work_from_any_side = false

	[redstone.turn_table]
		enabled = true
		#can rotate entities standing on it?
		rotate_entities = true
		#Allows turn table to shuffle containers content when rotated over horizontal axis
		shuffle_containers = true

	[redstone.pulley_block]
		#Pulleys are automatically disabled if 'rope' feature is disabled
		enabled = true
		#Chance for a new mineshaft elevator piece to spawn
		# Default: 0.035
		# Range: 0.0 ~ 1.0
		mineshaft_elevator = 0.035
		#If true, pulleys retract their rope chain over multiple ticks, animating each block via vanilla moving-piston entities. 
		#Connected blocks become moving blocks (so they push entities, drop sand etc) and multiple pulleys can cooperate to pull a single heavy contraption, useful for elevators. 
		#If false, the original instant retraction behavior is used.
		continuous_retraction = true
		#If true, multiple pulleys firing on the same tick with the same period and push direction can pool their pull budget into one structure resolve, letting two ropes share a wide elevator platform. Only relevant when 'continuous_retraction' is enabled.
		cooperative_pulleys = true
		#Maximum number of NON-rope blocks a single pulley can drag (the anchor and anything sticky-attached to it). Rope segments don't count toward this. Cooperating pulleys pool their budgets: two pulleys can pull twice this many blocks together.
		# Default: 8
		# Range: 1 ~ 128
		pull_limit = 8
		#Ticks to wait between unit pulls when continuous_retraction is enabled. 
		#Lower = faster pulley. Minimum 2 ticks because each animation takes that long to play out, going lower has no effect.
		# Default: 4
		# Range: 2 ~ 100
		pull_interval = 4

	[redstone.dispenser_minecart]
		enabled = true
		#Makes projectiles shot from dispenser minecart retain the minecart velocity and be shot at an angle when the minecart is on a rail slope
		adjust_projectile_angle = true

	[redstone.faucet]
		enabled = true
		#Turn off to prevent faucets from dropping items
		spill_items = true
		#Allows faucets to fill entities inventories
		fill_entities_below = false

	[redstone.crystal_display]
		enabled = true
		#Allows chaining 2 crystal displays, letting one power the other to its left IF its own power exceeds 10. Given power will be its own divided by 10. Note that to work the decimal display must NOT have power directly behind it. Doing so will override the behavior to non chaining mode
		chaining = true

[functional]
	fodder = true
	hourglass = true

	[functional.rope]
		#Allows ropes to be supported & attached to solid block sides
		block_side_attachment = true
		#Makes sliding down ropes as fast as free falling, still negating fall damage
		slide_on_fall = true
		#Enables horizontal placement of ropes. Disabling will make ropes always non solid
		horizontal_ropes = true
		#Use this config to turn allow supplementaries to replace all items tagged as #supplementaries:ropes with supplementaries own rope or turn them to air instead. This is applied to all loot tables (chests and drops)
		#Allowed Values: REPLACE, NONE, REMOVE
		replace_in_loot_tables = "NONE"
		#Also internally disables Galleons, Pulleys, Buntings, Rope arrows and rope mineshaft.
		#Also disables compat blocks such as supplementaries Farmers Delight rope tomatoes and Decorative blocks rope chandeliers.
		#Also reminder that you can disable any item from any mod with a recipe (datapack) + JEI hide
		enabled = true

	[functional.jar]
		enabled = true
		#Jar liquid capacity: leave at 12 for pixel accuracy
		# Default: 12
		# Range: 0 ~ 1024
		capacity = 12
		#Allow right click to instantly eat or drink food or potions inside a placed jar.
		#Disable if you think this ability is op (honey for example). Cookies are excluded
		drink_from_jar = false
		#Allows the player to directly drink from jar items
		drink_from_jar_item = false
		#Dynamically allows all small mobs inside jars depending on their hitbox size
		jar_auto_detect = false
		#Allow Jars to capture small mobs
		jar_capture = true
		#Allow Jars to hold cookies
		jar_cookies = true
		#Allow Jars to hold liquids from bottles, buckets and bowls
		jar_liquids = true

	[functional.cage]
		enabled = true
		#Allows all entities to be captured by cages and jars. Not meant for survival
		allow_all_mobs = false
		#Allows all baby mobs to be captured by cages
		cage_allow_all_babies = false
		#Dynamically allows all small mobs inside cages depending on their hitbox size
		cage_auto_detect = false
		#Makes it so all (hostile) mobs captured by cages and jars will be set to persistent so they won't despawn when released
		persistent_mobs = false
		#Health percentage under which mobs will be allowed to be captured by cages and jars. Leave at 100 to accept any health level
		# Default: 100
		# Range: 1 ~ 100
		health_threshold = 100
		#When on, if a mob is tameable, it will only be capturable when tamed.
		require_taming = true

	[functional.safe]
		enabled = true
		#Makes safes only breakable by their owner or by a player in creative
		prevent_breaking = false
		#Make safes simpler so they do not require keys:
		#they will be bound to the first person that opens one and only that person will be able to interact with them
		simple_safes = false

	[functional.sack]
		enabled = true
		#Penalize the player with slowness effect when carrying too many sacks
		sack_penalty = true
		#Maximum number of sacks after which the overencumbered effect will be applied. Each multiple of this number will increase the effect strength by one
		# Default: 2
		# Range: 1 ~ 50
		sack_increment = 2
		#How many slots should a sack have
		# Default: 9
		# Range: 1 ~ 27
		slots = 9

	[functional.bamboo_spikes]
		enabled = true
		tipped_spikes = true
		#Allows entities killed by spikes to drop loot as if they were killed by a player
		player_loot = false
		#Alternative mode for bamboo spikes. Allows only harmful effects to be applied on them and they obtain infinite durability
		only_allow_harmful_effects = true
		#Populate the creative inventory with all tipped spikes variations
		populate_creative_tab = true

	[functional.urn]
		enabled = true
		#Chance for an urn to spawn a critter from the urn_spawn tag
		# Default: 0.01
		# Range: 0.0 ~ 1.0
		critter_spawn_chance = 0.01
		cave_urns = true

	[functional.soap]
		enabled = true
		#Dyed Bock/Item types that cannot be cleaned with soap
		clean_blacklist = ["minecraft:glazed_terracotta", "botania:mystical_flower", "mna:chimerite_crystal", "botania:floating_flower", ",minecraft:mushroom", "botania:mushroom", "botania:tall_mystical_flower", "botania:petal_block", "morered:network_cable", "xycraft_world:glowing_shiny_aurey_block", "xycraft_world:shiny_aurey_block", "xycraft_world:rgb_lamp", "xycraft_world:glowing_rgb_viewer", "xycraft_world:glowing_matte_rgb_block", "xycraft_world:rgb_lamp_pole"]
		#Allows soap to clean blocks in-world. Disable to prevent in-world block cleaning while keeping soap item and recipes functional
		block_cleaning_enabled = true

		#This is a map of special blocks that can be cleaned with soap. For items you will also need to add a recipe
		[functional.soap.special_blocks]
			"quark:dirty_glass" = "minecraft:glass"
			"minecraft:sticky_piston" = "minecraft:piston"
			"#alexscaves:cave_paintings" = "alexscaves:smooth_limestone"
			"quark:dirty_glass_pane" = "minecraft:glass_pane"

	[functional.cannon]
		enabled = true
		#Cannon fire power multiplier
		# Default: 0.6
		# Range: 0.0 ~ 5.0
		fire_power = 0.6
		#Time for a cannon to fire a projectile after it has been lit up
		# Default: 40
		# Range: 0 ~ 500
		fuse_time = 40
		#Time for a cannon to be able to fire again after it has been fired
		# Default: 60
		# Range: 0 ~ 500
		cooldown = 60
		music_disc_heave_ho = true
		#Makes TNT-like block shot from a cannon explode on impact
		#Allowed Values: IGNITE, IGNITE_ON_IMPACT, NONE
		explode_tnt = "IGNITE"

		[functional.cannon.cannonball]
			enabled = true
			#Cannonball power scaling. Higher values will make cannonballs have more energy. Reminder that the damage and breaking power of a cannonball is proportional to its energy (speed squared) times this constant
			# Default: 3.5
			# Range: 0.0 ~ 100.0
			power_scaling = 3.5
			#Radius of the 'explosion' when a cannonball hits a block. Set to 0 to disable
			# Default: 1.1
			# Range: 0.0 ~ 10.0
			break_radius = 1.1

		[functional.cannon.cannon_boat]
			enabled = true
			#Cannon boat recoil multiplier. Higher values will make the cannon boat recoil more when firing a cannonball
			# Default: 0.5
			# Range: 0.0 ~ 5.0
			recoil_multiplier = 0.5

		[functional.cannon.plunderer]
			enabled = true
			galleon = true

	[functional.present]
		enabled = true
		trapped_present = true

	[functional.flax]
		enabled = true
		wild_flax = true

	[functional.lumisene]
		enabled = true
		#Gives the flammable effext also when merely stepping on lumisene. Turning this off if you think effects are not something that should be applied like that and just by drinking it.
		# Default: 50
		# Range: 0 ~ 10000
		flammable_from_lumisene_block_duration = 50

		[functional.lumisene.lumisene_bottle]
			#Enables lumisene bottles and the flammable effect and lumisene bottles. Turn off if you think its over the top and doesnt match with existing effects
			enabled = true
			#Duration of the flammable effect when you drink a lumisene bottle
			# Default: 300
			# Range: 0 ~ 10000
			flammable_duration = 300
			#Duration of the glowing effect when you drink a lumisene bottle
			# Default: 200
			# Range: 0 ~ 10000
			glowing_duration = 200

[building]
	lapis_bricks = true
	deepslate_lamp = true
	end_stone_lamp = true
	blackstone_lamp = true
	stone_lamp = true
	stone_tile = true
	blackstone_tile = true
	#Buntings are automatically disabled if 'rope' feature is disabled
	bunting = true
	pancake = true
	checker_block = true
	raked_gravel = true
	feather_block = true
	statue = true
	doormat = true
	flint_block = true
	fine_wood = true
	candle_holder = true
	fire_pit = true
	wicker_fence = true
	brittlestone = true

	[building.sconce]
		enabled = true
		sconce_lever = true

	[building.blackboard]
		enabled = true
		#Enable to draw directly on a blackboard using any dye. Gui still only works in black and white
		colored_blackboard = false
		#Interaction mode for blackboards
		#Allowed Values: BOTH, GUI, MANUAL
		interaction_mode = "BOTH"

	[building.gravel_bricks]
		enabled = true
		#Allows gravel bricks to break when fallen upon or when an entity walks on them with enough falling speed
		allow_breaking = true

	[building.slidy_block]
		enabled = true
		#Slidy block speed
		# Default: 0.125
		# Range: 0.0 ~ 1.0
		speed = 0.125

	[building.timber_frame]
		enabled = true
		#Allow placing a timber frame directly on a block by holding shift
		swap_on_shift = false
		#Allows axes to remove a framed block leaving the contained block intact
		axes_strip = true
		#Replace a timber frame with wattle and daub block when daub is placed in it
		replace_daub = true

	[building.iron_gate]
		enabled = true
		#Allows two iron gates to be opened simultaneously when on top of the other
		double_opening = true
		#Makes iron (ang gold) gates behave like their door counterpart so for example iron gates will only be openable by redstone
		door-like_gates = false

	[building.item_shelf]
		enabled = true
		#Makes item shelves climbable
		climbable_shelves = false

	[building.sugar_cube]
		enabled = true
		#Duration in seconts of speed effect garanted to horses that eat a sugar cube
		# Default: 10
		# Range: 0 ~ 1000
		horse_speed_duration = 10

	[building.planter]
		enabled = true
		#Makes so saplings that grow in a planter will break it turning into rooted dirt
		broken_by_sapling = false
		#When Farmers Delight is on planter will also act like rich soil and use it in its recipe
		rich_soil_planter = true

	[building.notice_board]
		enabled = true
		#Allows notice boards to accept and display any item, not just maps and books
		allow_any_item = false
		#Enables a GUI for the block. Not needed as the block just holds one item which you can place by clicking on it
		gui = true

	[building.pedestal]
		enabled = true
		#If enabled end crystals placed on a pedestals will provide an enchantment power bonus equivalent to 3 bookshelves
		# Default: 3.0
		# Range: 0.0 ~ 100.0
		crystal_enchanting = 3.0

	[building.ash]
		enabled = true
		#Burnable blocks will have a chance to create ash layers when burned. Greater this number the greater the chance will be
		# Default: 1.0
		# Range: 0.0 ~ 1.0
		ash_from_fire_chance = 1.0
		#Burning mobs will drop ash when they die
		ash_from_burning_mobs = true
		#Allows rain to wash away ash layers overtime
		rain_wash_ash = true
		#Use a datapack to tweak rarity
		basalt_ash = true

	[building.flag]
		enabled = true
		#Allows right/left clicking on a stick to lower/raise a flag attached to it
		stick_pole = true
		#Maximum allowed pole length
		# Default: 16
		# Range: 0 ~ 256
		pole_length = 16

	[building.goblet]
		enabled = true
		#Allows drinking from goblets
		allow_drinking = true

	[building.globe]
		enabled = true
		sepia_globe = true
		#Displays current coordinates when using a globe
		show_coordinates = true

	[building.way_sign]
		enabled = true

		[building.way_sign.road_signs]
			#Entirely disables them from spawning
			enabled = true
			#With this option road signs will display the distance to the structure that they are pointing to
			show_distance_text = true
			#Maximum distance in chunks that road signs will search for structures
			# Default: 200
			# Range: 0 ~ 1000
			max_search_radius = 200
			#Speeds up way sign feature searching by making the search stop at the first found structure. This means that way signs won't point to the nearest structure anymore
			exit_search_early = true
			#Maximum number of structure types from the tag that road signs will attempt to look for every time. Decreasing might speed up search at the cost of making them not point to the nearest structure out of all. Also if made too low and in cases it were to pick a structure that only spawns very rarely, this would actually slow down the search instead of speeding it up
			# Default: 12
			# Range: 1 ~ 100
			max_structures_searches = 12

	[building.daub]
		enabled = true
		wattle_and_daub = true

	[building.ash_bricks]
		enabled = true

	[building.hat_stand]
		enabled = true
		#Allow all items to go on hat stand
		unrestricted = false

	[building.awning]
		enabled = true
		#Allows having slanted awnings. Disabled if you feel its cursed.
		slant = true
		#Allows entities to fall through awnings, when shifting.
		shift_through = true
		#Bouncing angle of slanted awnings
		# Default: 69.44395478041653
		# Range: 0.0 ~ 90.0
		angle = 69.44395478041653

	[building.flower_box]
		enabled = true
		#Makes so flower boxes can only contain one tall flower item per block
		simple_mode = true

	[building.netherite_doors]
		door = true
		trapdoor = true
		#Makes netherite doors and trapdoors unbreakable
		unbreakable = false

	[building.spider_head]
		enabled = true

	[building.barnacles]
		enabled = true

	[building.gold_bars]
		enabled = true

[tools]
	candy = true
	stasis = true
	altimeter = true
	confetti_popper = true

	[tools.quiver]
		enabled = true
		#Allows using a quiver without being slowed down
		use_without_slow = true
		#Arrow stacks that can fit inside a quiver. Requires reboot
		# Default: 6
		# Range: 1 ~ 9
		slots = 6
		#Increase this number to alter the probability for a Skeleton with quiver to spawn. Note that this also depends on local difficulty so you wont ever see them on easy and very rarely on normal. Similar logic to equipment
		# Default: 0.03
		# Range: 0.0 ~ 1.0
		quiver_skeleton_spawn_chance = 0.03
		#Allows quiver to only be used when in offhand or in curio invSlot
		only_works_in_curio = false
		#Arrows you pickup will try to go in a quiver if available provided it has some arrow of the same explosionType
		quiver_pickup = true
		#If enabled, the quiver skeleton spawn chance will depend on the local difficulty of the world. If disabled, it will always be the same
		quiver_skeleton_spawn_depend_on_global_difficulty = true

	[tools.lunch_basket]
		enabled = true
		#Allows lunch baskets to be placed on the ground
		placeable = true
		#Arrow stacks that can fit inside a lunch basket. Requires reboot
		# Default: 6
		# Range: 1 ~ 9
		slots = 6

	[tools.slice_map]
		enabled = true
		#Multiplier that will be applied by slice maps to lower their range compared to normal maps
		# Default: 0.25
		# Range: 0.0 ~ 1.0
		range_multiplier = 0.25

	[tools.bubble_blower]
		enabled = true
		#Amount of soap consumed per bubble block placed
		# Default: 5
		# Range: 1 ~ 25
		stasis_cost = 5

		[tools.bubble_blower.bubble_block]
			#Max lifetime of bubble blocks. Set to 10000 to have it infinite
			# Default: 1200
			# Range: 1 ~ 10000
			lifetime = 1200
			#Can bubble break when touched on?
			break_when_touched = true
			#Max number of charges a bubble blower can hold
			# Default: 200
			# Range: 1 ~ 1000000
			max_charges = 200

	[tools.wrench]
		enabled = true
		#Allows wrenches to bypass a block interaction action prioritizing their own when on said hand
		#Allowed Values: MAIN_HAND, OFF_HAND, BOTH, NONE
		bypass_when_on = "MAIN_HAND"

	[tools.rope_arrow]
		#Rope arrows are automatically disabled if 'rope' feature is disabled
		enabled = true
		#Max number of rope items allowed to be stored inside a rope arrow
		# Default: 32
		# Range: 1 ~ 256
		capacity = 32
		#Makes rope arrows exclusive to crossbows
		exclusive_to_crossbows = false

	[tools.flute]
		enabled = true
		#Radius in which an unbound flute will search pets
		# Default: 64
		# Range: 0 ~ 500
		unbound_radius = 64
		#Max distance at which a bound flute will allow a pet to teleport
		# Default: 64
		# Range: 0 ~ 500
		bound_distance = 64
		#Allows flute to be unbound. Unbound flutes will search for pets in a radius and teleport them to the player
		unbound = false

	[tools.bomb]
		enabled = true
		#Bomb explosion radius (damage depends on this)
		# Default: 2.0
		# Range: 0.1 ~ 10.0
		explosion_radius = 2.0
		#Do bombs break blocks like tnt?
		#Allowed Values: ALL, WEAK, NONE
		break_blocks = "WEAK"
		#Put here any number other than 0 to have your bombs explode after a certain amount of ticks instead than on contact
		# Default: 0
		# Range: 0 ~ 100000
		bomb_fuse = 0
		#Enable bomb item cooldown
		cooldown = true

		[tools.bomb.blue_bomb]
			#Bomb explosion radius (damage depends on this)
			# Default: 5.15
			# Range: 0.1 ~ 10.0
			explosion_radius = 5.15
			#Do bombs break blocks like tnt?
			#Allowed Values: ALL, WEAK, NONE
			break_blocks = "WEAK"

	[tools.slingshot]
		enabled = true
		#Slingshot range multiplier. Affect the initial projectile speed
		# Default: 1.0
		# Range: 0.0 ~ 5.0
		range_multiplier = 1.0
		#Time in ticks to fully charge a slingshot
		# Default: 20
		# Range: 0 ~ 100
		charge_time = 20
		#Deceleration for the stasis projectile
		# Default: 0.9625
		# Range: 0.1 ~ 1.0
		stasis_deceleration = 0.9625
		#Allow enderman to intercept any slingshot projectile
		unrestricted_enderman_intercept = true
		#Allows buckets to be thrown by slingshots. Thrown buckets will place their content when they land
		allow_buckets = true
		#Damage that items in the 'supplementaries:slingshot_damageable' tag will deal. Scales with thrown speed. Tag is empty by default.
		# Default: 0.5
		# Range: 0.0 ~ 100.0
		damageable_damage = 0.5
		#Allows splash potions to be thrown by slingshots
		allow_splash_potions = false
		#Allows bombs to be thrown by slingshots
		allow_bombs = false
		#Allows fire charges to be thrown by slingshots
		allow_fire_charges = false
		#Allows snowballs to be thrown by slingshots
		allow_snowballs = false
		#Allows enderpearls to be thrown by slingshots
		allow_enderpearls = false

	[tools.antique_ink]
		enabled = true

[general]
	#Enable Creative Tab
	creative_tab = false
	#Set to false to disable custom dispenser behaviors (i.e: filling jars) if for some reason they are causing trouble
	dispensers = true
	#Disable startup messages and sanity check that the mod performs to inform of possible detected crashes that might occur due to issues
	sanity_checks_messages = true
	#slightly increase this or decrease this number to tweak the red merchant spawn chance. Won't spawn at 0 and will spawn twice as often on 2
	# Default: 1.0
	# Range: 0.0 ~ 10.0
	red_merchant_spawn_multiplier = 1.0
	#Allowed Values: ALWAYS, CACHED, CACHED_ZIPPED, NEVER
	dynamic_assets_generation_mode = "CACHED"

[tweaks]
	#Adds dragon banner pattern made from dragon head
	dragon_banner_pattern = true
	golden_apple_disenchant = true
	#allow gravel to be raked with a hoe
	raked_gravel = true

	[tweaks.dispenser_tweaks]
		#Allows dispensers to use axes on blocks to strip logs and scrape off copper oxidation and wax
		axe_strip = true
		#Enables shooting ender pearls with dispensers
		shoot_ender_pearls = true
		#Enables extracting bundles items with dispensers
		extract_from_bundles = true

	[tweaks.throwable_bricks]
		#Throw bricks at your foes! Might break glass blocks
		enabled = true

	[tweaks.placeable_sticks]
		#Allow placeable sticks
		sticks = true
		#Allow placeable blaze rods
		blaze_rods = true

	[tweaks.placeable_gunpowder]
		enabled = true
		#Number of ticks it takes for gunpowder to burn 1 stage (out of 8). Increase to slow it down
		# Default: 2
		# Range: 0 ~ 20
		speed = 2
		#Age at which it spread to the next gunpowder block. Also affects speed
		# Default: 2
		# Range: 0 ~ 8
		spread_age = 2

	[tweaks.bottle_xp]
		#Allow bottling up xp by using a bottle on an enchanting table
		enabled = false
		#bottling health cost
		# Default: 2
		# Range: 0 ~ 20
		cost = 2
		#Block that should be clicked on for bottling to work. Leave blank for enchanting table. You can put another block here from another mod if you find it more fitting
		target_block = ""

	[tweaks.map_tweaks]
		#Enables beacons, lodestones, respawn anchors, beds, conduits, portals to be displayed on maps by clicking one of them with a map
		block_map_markers = true
		#Shows a death marker on your map when you die. Requires a recovery compass in player inventory or similar
		#Allowed Values: OFF, WITH_COMPASS, ALWAYS
		death_marker = "WITH_COMPASS"
		#Makes blocks tagged as 'tinted_on_map' use their tint color. This allows for accurate biome colors for water and grass as well as other custom block that use any tint
		tinted_blocks_on_maps = true
		#If Quark is installed adventurer maps will be replaced by adventurer quills. These will not lag the server when generating
		quill_adventurer_maps = true
		#If Quark is installed replaces buried treasure and mansion maps with their equivalent quill form. This removes the lag spike they create when generating
		quill_vanilla_maps = true
		#Miminum search radius for quill. Used to incrase the radius of vanilla searches. For reference buried treasures are at 50 and locate is at 100 chunks
		# Default: 75
		# Range: 10 ~ 600
		min_search_radius = 75

		[tweaks.map_tweaks.random_adventurer_maps]
			#Cartographers will sell 'adventurer maps' that will lead to a random vanilla structure (choosen from a thought out preset list).
			#Best kept disabled if you are adding custom adventurer maps with datapack (check the wiki for more)
			enabled = true
			#Maximum number of structure types from the tag that road signs will attempt to look for every time. Decrease to speed up search at the cost of making them not point to the nearest structure out of all. Also if made too low and in cases it were to pick a structure that only spawns very rarely, this would actually slow down the search
			# Default: 100
			# Range: 1 ~ 1000
			max_search_radius = 100
			#Select a random structure to look for instead of iterating through all of the ones in the tag returning the closest. Turning on will make ones that have diff structures (aka all different ruined portals) show up more. Increasing the number past 1 will allow x random structures to be picked instead. this can possibly speed up search as it decreases chances to find far away ones
			# Default: 1
			# Range: 1 ~ 1000
			max_structures_searches = 1

	[tweaks.placeable_books]
		#Allow all books to be placed both vertically and horizontally
		mixed_books = false
		#Allow books and enchanted books to be placed on the ground
		enabled = true

	[tweaks.zombie_horse]
		#Feed a stack of rotten flesh to a skeleton horse to buff him up to a zombie horse
		zombie_horse_conversion = true
		#Amount of rotten flesh needed
		# Default: 64
		# Range: 1 ~ 1000
		rotten_flesh = 64
		#Allows zombie horses to be ridden underwater
		rideable_underwater = true
		#Convert a zombie horse back by feeding it a golden carrot
		zombie_horse_inverse_conversion = true

	[tweaks.bad_luck_tweaks]
		#Hit a void cat, get the unluck
		cat_unluck = true
		#If you have unluck you are more likely to get hit by a lighting. Holding a lightning rod also causes this
		lightning_unluck = true

	[tweaks.slimed_effect]
		enabled = true
		#Allow slimeballs to be thrown
		throwable_slimeballs = true
		#Thrown slimeballs will shortly nerf the player jump height. Disable if you don't want this effect as it can be quite powerful
		#Allowed Values: NEVER, ALWAYS, NORMAL_DIFFICULTY, HARD_DIFFICULTY
		hinders_jump = "NORMAL_DIFFICULTY"
		#Duration of the slimed effect in ticks
		# Default: 300
		# Range: 0 ~ 1000
		duration = 300
		#Chance that a slime mob will apply slimed effect on successful attack. Multiplied by the slime size
		# Default: 0.15
		# Range: 0.0 ~ 1.0
		chance_per_slime_size = 0.15

	[tweaks.ai_tweaks]
		#Allows pillagers to use cannon boats. Add more entities to the 'supplementaries:can_use_cannon_boat' tag to allow them to use cannon boats as well
		pillagers_use_cannon_boats = true
		#Allows mobs (like raiders and endermen) to dismount from boats when on land. Add more entities to the 'supplementaries:can_dismount_boats' tag to allow them to dismount as well
		smart_boat_dismount = true
		#Allows traders to open doors (because they couldn't apparently)
		traders_open_doors = true
		#Noteblocks with a zombie head will scare off villagers
		noteblock_scare = true

	[tweaks.clock_and_compass]
		#Allow to right click with a clock to display current time in numerical form
		clock_right_click = true
		#Allow to right click with a compass to display current coordinates in numerical form
		compass_right_click = false
		#Allow these features to work in dimensions like nether or end where normally clocks don't work
		works_in_unnatural_dimensions = false

	[tweaks.piston_tweaks]
		#If true, pistons can push blocks that have a block entity (e.g. chests, furnaces). Blocks whose push reaction is BLOCK are still immovable regardless of this setting.
		#Quark takes priority here: while its 'pistons move tile entities' module is enabled this option does nothing and Quark handles piston moves instead, since the two implementations would otherwise both rebuild the moved block entity and wipe its contents. Turn that module off to use this one, which supports more cases (pulleys, cauldron filling, cooperative pistons).
		#Pulleys and ropes follow whichever implementation is active, so turning both off stops them from moving block entities too.
		push_block_entities = true
		#If true, adjacent pistons facing the same direction can pool their 12-block push budget to move structures larger than a single piston could handle alone (e.g. two side-by-side pistons pushing a 24-block slime contraption). Only triggers when a single piston's vanilla resolve would fail.
		cooperative_pistons = true
		#If true, pushing an empty cauldron into a water or lava source (with a piston or a pulley) fills it with that fluid, instead of leaving it empty. Also tops up cauldrons being moved.
		moved_cauldron_filling = true

	[tweaks.extra_crafting]
		#Adds a recipe to add 'lore' strings to an item by combining it with a named nametag
		item_lore = true
		#Adds recipes to craft suspicious gravel and suspicious sand
		sus_recipes = true
