171 lines
6.4 KiB
INI
171 lines
6.4 KiB
INI
# Configuration file
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##########################################################################################################
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# ambient
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#--------------------------------------------------------------------------------------------------------#
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# Ambient sounds.
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##########################################################################################################
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ambient {
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# Add new cave ambience, adding more eerie cave sounds that occasionally play underground or in dark areas. [default: true]
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B:caveAmbience=true
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# Play new ambience in the Nether. [default: true]
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B:netherAmbience=true
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# Replace rain sounds with new, calm ones introduced in 1.11+ [default: true]
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B:rainSounds=true
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}
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##########################################################################################################
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# blocks and items
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#--------------------------------------------------------------------------------------------------------#
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# Sounds for blocks and items.
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##########################################################################################################
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"blocks and items" {
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# New sounds for closing wooden chests, and new sounds for opening and closing ender chests. Works with Ender Storage. [default: true]
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B:chestOpenClose=true
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# New sounds for opening and closing doors, only affects doors with the wood or metal material type. [default: true]
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B:doorOpenClose=true
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# Sounds for filling an end portal with eyes of ender, plays a sound to the whole server when fully lit. [default: true]
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B:endPortalFillSounds=true
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# Add placing sounds for blocks that don't play one for some reason such as doors or restone dust. [default: true]
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B:fixSilentPlacing=true
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# Play a sound when filling or emptying a bucket/bottle. Plays sounds for filling/emptying cauldrons too but works on vanilla cauldrons only. [default: true]
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B:fluidInteract=true
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# Adds furnace crackling to lit furnace blocks. [default: true]
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B:furnaceCrackling=true
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# Many blocks after 1.14 introduce a new step sound, if this is turned off most backported blocks will use the most suitable step sound present in vanilla 1.7.10. [default: true]
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B:newBlockSounds=true
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# The new instruments from 1.12 and 1.14 for note blocks. [default: true]
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B:noteBlockNotes=true
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# Lower-pitched clicking sounds for buttons and pressure plates. Stone buttons are unaffected. [default: true]
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B:pressurePlateButton=true
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# Planting seeds or nether wart onto farmland/soulsand. [default: true]
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B:seedPlanting=true
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}
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##########################################################################################################
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# entities
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#--------------------------------------------------------------------------------------------------------#
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# Sounds for entities.
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##########################################################################################################
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entities {
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# Play a more intense splash when the player lands in water at high speeds. [default: true]
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B:heavyWaterSplashing=true
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# Sounds for horses eating food and cows being milked. [default: true]
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B:horseEatCowMilk=true
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# New sounds for being hurt by the Thorns enchantment. [default: true]
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B:thornsSounds=true
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}
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##########################################################################################################
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# misc
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#--------------------------------------------------------------------------------------------------------#
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# Sounds that don't fit in any other category.
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# Note some sound settings may be in mixins.cfg
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##########################################################################################################
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misc {
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# Changes the click in the book GUI to have a page turn sound instead of the menu click. [default: true]
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B:bookPageTurn=true
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}
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players {
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# New sounds for equipping armor. [default: true]
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B:armorEquip=true
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# Used for custom armor to play custom equip sounds. First the sound you want to play, a colon, then a part of the unlocalized name. The string can be anywhere in the unlocalized name and is not case-sensitive.
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# For example, one of the default custom rules below is "gold:copper", which means any armor with "copper" anywhere in its unlocalized name will get the gold equip sound.
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# Available sounds are: 'leather, chain, gold, iron, diamond, netherite, elytra, turtle_helmet, generic, none'. If a modded armor is not on the list it will use generic equip sounds automatically unless it's given the "none" type. Non-armor gear will not play a sound unless specified to do so.
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S:armorEquipCustomRules <
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leather:thermal_padding
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leather:wool
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chain:cultist
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gold:alloy
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gold:angmallen
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gold:astral_silver
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gold:carmot
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gold:copper
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gold:efrine
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gold:electrum
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gold:hepatizon
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gold:midasium
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gold:orichalcum
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gold:oureclase
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gold:platinum
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gold:silver
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iron:amordrine
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iron:brass
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iron:bronze
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iron:celenegil
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iron:ceruclase
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iron:desh
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iron:endium
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iron:inolashite
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iron:invar
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iron:kalendrite
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iron:lead
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iron:nickel
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iron:nickle
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iron:prometheum
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iron:solar
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iron:steel
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iron:thaumium
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iron:tin
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iron:titanium
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iron:vyroxeres
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diamond:adamantine
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diamond:amethyst
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diamond:atlarus
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diamond:desichalkos
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diamond:eximite
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diamond:mithril
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diamond:mythril
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diamond:void
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netherite:haderoth
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netherite:heavyblaze
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netherite:ignatius
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netherite:sanguinite
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netherite:tartarite
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netherite:fortress
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netherite:vulcanite
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turtle_helmet:wood
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elytra:hazmat
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>
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# New sounds for using bone meal. [default: true]
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B:bonemealing=true
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# Damage threshold for attacks to play the "strong" hit sound. 1 = half heart, 2 = full heart. 4 (default) = 2 hearts [range: 0.0 ~ 3.4028235E38, default: 4.0]
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S:combatSoundStrongThreshold=4.0
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# New sounds for player attacking. [default: true]
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B:combatSounds=true
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# New sounds for placing, interacting with, and destroying item frames or paintings. [default: true]
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B:leashSounds=true
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# New sounds for placing, interacting with, and destroying item frames or paintings. [default: true]
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B:paintingItemFramePlacing=true
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}
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