mcserver/instances/forge-1.20.1-survival/runtime/data/config/locks-common.toml

156 lines
6.7 KiB
TOML
Executable file

#Chance that a generated chest receives a lock. Set to 1.0 for every chest, lower to skip some.
#Renamed from 'Generation Chance' in 1.5.0 to reset stale configs where the old key was marked as unused.
#Range: 0.0 ~ 1.0
"Lock Generation Chance" = 1.0
#Chance to randomly enchant a generated lock during world generation. Set to 0 to disable
#Range: 0.0 ~ 1.0
"Generation Enchant Chance" = 0.4
#Items that can be generated as locks (must be instance of LockItem in code!)
"Generated Locks" = ["locks:wood_lock", "locks:copper_lock", "locks:iron_lock", "locks:steel_lock", "locks:gold_lock", "locks:diamond_lock", "locks:netherite_lock"]
#WARNING: THE AMOUNT OF NUMBERS SHOULD BE EQUAL TO THE AMOUNT OF GENERATED LOCK ITEMS!!!
#The relative probability that the corresponding lock item will be generated on a chest. Higher number = higher chance to generate
"Generated Lock Chances" = [3, 3, 3, 2, 2, 1, 1]
#Randomize lock IDs and combinations when loading them from a structure file. Randomization works just like during world generation
"Randomize Loaded Locks" = false
#Override built-in lock stats without datapacks. Set any value to -1 to use the JSON default.
["Lock Stats"]
["Lock Stats"."Wood Lock"]
#Number of pins (1-20). JSON default: 5. Set to -1 to use default.
#Range: -1 ~ 20
Length = -1
#Enchantability (1-50). JSON default: 15.
#Range: -1 ~ 50
"Enchantment Value" = -1
#Explosion resistance (0-1000). JSON default: 4.
#Range: -1 ~ 1000
Resistance = -1
["Lock Stats"."Copper Lock"]
#Number of pins (1-20). JSON default: 6. Set to -1 to use default.
#Range: -1 ~ 20
Length = -1
#Enchantability (1-50). JSON default: 16.
#Range: -1 ~ 50
"Enchantment Value" = -1
#Explosion resistance (0-1000). JSON default: 8.
#Range: -1 ~ 1000
Resistance = -1
["Lock Stats"."Iron Lock"]
#Number of pins (1-20). JSON default: 7. Set to -1 to use default.
#Range: -1 ~ 20
Length = -1
#Enchantability (1-50). JSON default: 14.
#Range: -1 ~ 50
"Enchantment Value" = -1
#Explosion resistance (0-1000). JSON default: 12.
#Range: -1 ~ 1000
Resistance = -1
["Lock Stats"."Steel Lock"]
#Number of pins (1-20). JSON default: 9. Set to -1 to use default.
#Range: -1 ~ 20
Length = -1
#Enchantability (1-50). JSON default: 12.
#Range: -1 ~ 50
"Enchantment Value" = -1
#Explosion resistance (0-1000). JSON default: 20.
#Range: -1 ~ 1000
Resistance = -1
["Lock Stats"."Gold Lock"]
#Number of pins (1-20). JSON default: 6. Set to -1 to use default.
#Range: -1 ~ 20
Length = -1
#Enchantability (1-50). JSON default: 22.
#Range: -1 ~ 50
"Enchantment Value" = -1
#Explosion resistance (0-1000). JSON default: 6.
#Range: -1 ~ 1000
Resistance = -1
["Lock Stats"."Diamond Lock"]
#Number of pins (1-20). JSON default: 11. Set to -1 to use default.
#Range: -1 ~ 20
Length = -1
#Enchantability (1-50). JSON default: 10.
#Range: -1 ~ 50
"Enchantment Value" = -1
#Explosion resistance (0-1000). JSON default: 100.
#Range: -1 ~ 1000
Resistance = -1
["Lock Stats"."Netherite Lock"]
#Number of pins (1-20). JSON default: 14. Set to -1 to use default.
#Range: -1 ~ 20
Length = -1
#Enchantability (1-50). JSON default: 8.
#Range: -1 ~ 50
"Enchantment Value" = -1
#Explosion resistance (0-1000). JSON default: 200.
#Range: -1 ~ 1000
Resistance = -1
#Override built-in lockpick stats without datapacks. Set any value to -1.0 to use the JSON default.
["Lockpick Stats"]
#Strength (0.01-10.0). JSON default: 0.2. Set to -1.0 to use default.
#Range: -1.0 ~ 10.0
"Wood Lockpick Strength" = -1.0
#Strength (0.01-10.0). JSON default: 0.28.
#Range: -1.0 ~ 10.0
"Copper Lockpick Strength" = -1.0
#Strength (0.01-10.0). JSON default: 0.35.
#Range: -1.0 ~ 10.0
"Iron Lockpick Strength" = -1.0
#Strength (0.01-10.0). JSON default: 0.7.
#Range: -1.0 ~ 10.0
"Steel Lockpick Strength" = -1.0
#Strength (0.01-10.0). JSON default: 0.25.
#Range: -1.0 ~ 10.0
"Gold Lockpick Strength" = -1.0
#Strength (0.01-10.0). JSON default: 0.85.
#Range: -1.0 ~ 10.0
"Diamond Lockpick Strength" = -1.0
#Strength (0.01-10.0). JSON default: 0.95.
#Range: -1.0 ~ 10.0
"Netherite Lockpick Strength" = -1.0
#When enabled, lock tier is determined by the value of a chest's loot table contents instead of random weighted selection. Chests below the minimum value threshold get no lock at all.
["Loot-Scaled Locks"]
#Enable loot-value-based lock tier selection. When disabled, the random weighted system (Generation Chance + Generated Lock Chances) is used instead
"Enable Loot-Scaled Locks" = true
#Base value assigned to each item before multipliers
#Range: 0.01 ~ 1000.0
"Default Item Value" = 1.0
#Value multiplier added per enchantment level on an item (e.g. 0.25 means Sharpness V adds 1.25x)
#Range: 0.0 ~ 10.0
"Enchantment Value Bonus" = 0.25
#Value multiplier for COMMON rarity items
#Range: 0.01 ~ 100.0
"Common Rarity Multiplier" = 1.0
#Value multiplier for UNCOMMON rarity items
#Range: 0.01 ~ 100.0
"Uncommon Rarity Multiplier" = 1.5
#Value multiplier for RARE rarity items
#Range: 0.01 ~ 100.0
"Rare Rarity Multiplier" = 2.5
#Value multiplier for EPIC rarity items
#Range: 0.01 ~ 100.0
"Epic Rarity Multiplier" = 5.0
#Minimum loot value thresholds for each lock in the 'Generated Locks' list (same order).
#WARNING: THE AMOUNT OF NUMBERS SHOULD BE EQUAL TO THE AMOUNT OF GENERATED LOCK ITEMS!!!
#A chest's total loot value is compared against these thresholds and it receives the highest tier it qualifies for.
#If the value is below the lowest threshold, NO lock is generated for that chest.
#Defaults: wood=3, copper=6, iron=10, steel=16, gold=24, diamond=40, netherite=60.
#Example - make diamond (or better) locks exclusive to high-value chests: raise the diamond/netherite
#thresholds (e.g. 80 and 140) so only the richest loot tables reach them, and raise the lowest threshold
#to skip locks on poor chests. With [10, 20, 35, 50, 65, 80, 140] a chest worth 90 gets diamond and one
#worth 150 gets netherite, while a chest worth 8 gets no lock at all.
"Loot Value Tiers" = [3.0, 6.0, 10.0, 16.0, 24.0, 40.0, 60.0]
#Override the base value for specific items. Format: 'modid:item_name=value'.
#Items not listed here use the Default Item Value.
#Useful for materials like diamonds or emeralds that have COMMON rarity but are inherently valuable.
"Item Value Overrides" = ["minecraft:diamond=5.0", "minecraft:emerald=4.0", "minecraft:netherite_ingot=10.0", "minecraft:netherite_scrap=6.0", "minecraft:enchanted_golden_apple=15.0", "minecraft:totem_of_undying=12.0", "minecraft:elytra=20.0", "minecraft:heart_of_the_sea=8.0", "minecraft:golden_apple=3.0", "minecraft:ender_pearl=2.0", "minecraft:experience_bottle=2.0", "minecraft:saddle=3.0", "minecraft:name_tag=3.0", "minecraft:iron_ingot=2.0", "minecraft:gold_ingot=3.0"]