#Block Settings
[blockSettings]
	#The chance for buried fossil ore to convert into fossil fuel every random tick
	# Default: 0.02
	# Range: 0.0 ~ 1.0
	fossilOreConversionChance = 0.02
	#Intensity of movement speed reduction when submerged in soul glass
	# Default: 0.6
	# Range: 0.0 ~ 1.0
	soulGlassMovementSlowdown = 0.6
	#Defines how long it should take for the soul swirls to deactivate in seconds
	# Default: 50
	# Range: > 0
	soulSwirlsCooldown = 50
	#Duration of unbounded speed when it is inflicted from soul swirls
	#Setting to 0 functionally disables it
	# Default: 10
	# Range: > 0
	unboundedSpeedDuration = 10
	#Weather soul swirls can be bone-mealed to duplicate or not
	boneMealSoulSwirls = true
	#If enabled wisps can be forced out of ecto soul sand with a brush
	brushWispsOut = true
	#The chance for a wisp to come out of ecto soul sand
	# Default: 0.02
	# Range: 0.0 ~ 1.0
	wispEmergingChance = 0.02
	#The chance for a wisp to be tickled out of ecto soul sand with a brush
	# Default: 0.07
	# Range: 0.0 ~ 1.0
	wispEmergingChanceBrush = 0.07
	#Durability penalty for tickling ecto soul sand to force wisps out
	# Default: 4
	# Range: > 0
	ectoSoulSandBrushDamage = 4
	#Weather ecto soul sand converts to suspicious soul sand by exiting wisps
	convertsToSuspiciousSoulSand = true
	#Defines the loot table which the game will use when no registry is found for that particular biome or structure context
	wispArchaeologyDefaultLootTable = "netherexp:archaeology/wisp_arch_default"
	#The chance for non-persistent suspicious soul sand block to decay
	# Default: 0.05
	# Range: 0.0 ~ 1.0
	suspiciousSoulSandDecayChance = 0.05
	#The amount of decay required for suspicious soul sand to revert back to soul sand
	# Default: 5
	# Range: > 0
	suspiciousSoulSandMaxDecay = 5
	#The chance for lesion blocks to grow a layer back
	# Default: 0.1
	# Range: 0.0 ~ 1.0
	lesionGrowthChance = 0.1
	#The amount of wraithing flesh dropped by a lesion upon harvesting
	# Default: 12
	# Range: > 0
	lesionDropsPerHarvest = 12
	#Vertical velocity gained from bouncing on a sporeshroom block
	# Default: 1.0
	# Range: 4.9E-324 ~ 1.7976931348623157E308
	sporeshroomHeightVelocity = 1.0
	#Vertical velocity gained from stepping on a geyser block
	# Default: 1.2
	# Range: 4.9E-324 ~ 1.7976931348623157E308
	geyserHeightVelocity = 1.2
	#Defines how long it should take for the geyser to become active again in seconds
	# Default: 5
	# Range: > 0
	geyserCooldown = 5
	#When submerged underwater black icicles will have the specified chance to grow longer
	# Default: 0.28
	# Range: 0.0 ~ 1.0
	blackIcicleGrowthChance = 0.28
	#Chance for thin black ice to break when stood on
	# Default: 0.015
	# Range: 0.0 ~ 1.0
	thinIceBreakingChance = 0.015
	#Chance for thin black ice to break when sprinting on
	# Default: 0.2
	# Range: 0.0 ~ 1.0
	thinIceBreakingChanceSprinting = 0.2
	#Chance for nearby thin black ice to shatter
	# Default: 0.4
	# Range: 0.0 ~ 1.0
	nearbyThinIceBreakingChance = 0.4
	#Chance for black ice or thin black ice to freeze nearby water into more thin black ice
	# Default: 0.6
	# Range: 0.0 ~ 1.0
	blackIceFrostsWaterChance = 0.6
	#Black ice will taint netherrack into pale soul slate
	blackIceTainting = true
	#Sorrowsquash taints nearby soul ground blocks into sorroweed when bone-mealed
	sorrowsquashTainting = true
	#Weather sorrowsquashes fall if the stem it's attached to breaks
	shouldSorrowsquashFall = true
	#Damage multiplier per block the sorrowsquash falls to be inflicted as sorrowsquished
	# Default: 1.5
	# Range: 0.0 ~ 1.7976931348623157E308
	sorrowsquishedDamageMultiplier = 1.5
	#Maximum damage that can be accumulated form sorrowsquash to be inflicted as sorrowsquished
	# Default: 30
	# Range: > 0
	sorrowsquishedMaxDamage = 30
	#Chance for sorrowsquashes to grow from a sorrowsquash stem 
	#If sorrowsquash fails to grow then the stem will attempt to grow upwards instead
	# Default: 0.2
	# Range: 0.0 ~ 1.0
	sorrowsquashGrowthChance = 0.2
	#Chance for cerebrage skulls to grow to their next stage
	# Default: 0.1
	# Range: 0.0 ~ 1.0
	cerebrageGrowthChance = 0.1
	#Minimum amount of cerebrage dropped when harvesting a cerebrage skull
	# Default: 3
	# Range: > 0
	minCerebrageDropped = 3
	#Maximum amount of cerebrage dropped when harvesting a cerebrage skull
	# Default: 6
	# Range: > 0
	maxCerebrageDropped = 6
	#Chance for cerebrage skulls to drop an additional seed upon harvesting
	# Default: 0.05
	# Range: 0.0 ~ 1.0
	cerebrageSeedsDropChance = 0.05
	#If cerebrage skulls are bone-mealed past their last growth stage then a brain tree can grow from it
	cerebrageGrowsBrainTrees = true
	#The amount of shotgun pellets fired from a shotgun barrel
	# Default: 10
	# Range: > 0
	shotgunBarrelBullets = 10
	#Normally frogmists can only be broken when other frogmist or a hoe is held in hand 
	#This config makes it breakable with anything regardless of what's in your hand
	canAnythingBreakFrogmist = false

#Item Settings
[itemSettings]
	#Amount of duration depleted when immunity effects protect against infliction
	# Default: 600
	# Range: > 0
	immunityConsumption = 600
	#Weather the amount of duration depleted multiplies with the infliction's amplifier
	amplifierScalesImmunityConsumption = true
	#Backports the tears music disc from 1.21.6+
	backportTearsMusicDisc = true
	#Makes obtaining the tears music disc harder, when enabled requires you to slay a ghast in the overworld 
	#If disabled then the disc is obtained by redirecting a fireball into a ghast like in vanilla
	tweakObtainingTearsMusicDisc = true
	#The amount of self-pushback experienced upon firing a shotgun
	#Enchantments can influence the final total of bullets fired
	# Default: 0.35
	# Range: 0.0 ~ 1.7976931348623157E308
	shotgunSelfRecoil = 0.35
	#The amount of additional self-recoil gained from hitting a target point-blank
	# Default: 0.45
	# Range: 0.0 ~ 1.7976931348623157E308
	pointBlankSelfRecoilBonus = 0.45
	#How close you need to be to a target in blocks to get a point-blank self recoil bonus
	# Default: 18.0
	# Range: 0.0 ~ 1.7976931348623157E308
	pointBlankSelfRecoilDistance = 18.0
	#The base amount of shotgun pellets fired from a shotgun-fist
	#Enchantments can influence the final total of bullets fired
	# Default: 25
	# Range: > 0
	shotgunFistBullets = 25
	#The base amount of ticks the shotgun-fist will go into cooldown upon firing
	#Enchantments can influence the final total of cooldown
	# Default: 40
	# Range: > 0
	shotgunFistCooldown = 40
	#The base amount of shotgun pellets fired from a pump-charge shotgun
	#Enchantments and pumps can influence the final total of bullets fired
	# Default: 10
	# Range: > 0
	pumpChargeShotgunBullets = 10
	#The base amount of ticks the pump-charge shotgun will go into cooldown upon firing
	#Enchantments can influence the final total of cooldown
	# Default: 15
	# Range: > 0
	pumpChargeShotgunCooldown = 15
	#The amount of damage a slug pellet will deal to a block upon impact
	#Negative values will disable block destruction with slugs
	# Default: 1.0
	# Range: -1.0 ~ 1.7976931348623157E308
	slugBlockDamageStrength = 1.0
	#When a counterforce shotgun is used it'll grant you immunity frames for the specified number of ticks
	# Default: 20
	# Range: > 0
	counterforce_iframes = 20
	#The number of will o' wisps that can be stored in a single stack
	# Default: 64
	# Range: 1 ~ 99
	willOWispStackSize = 64

#Entity Settings
[entitySettings]
	#The chance for a wisp's boredom counter to increase each second
	# Default: 0.02
	# Range: 0.0 ~ 1.0
	wispBoredomChance = 0.02
	#The amount of freezing in ticks that all black ices can inflict
	# Default: 100
	# Range: > 0
	blackIceFreezingTicks = 100
	#Upon death skeletons will fossilize soul soil blocks they are standing on into fossil ore
	skeletonFossilization = true
	#Upon death wither skeletons will fossilize soul soil blocks they are standing on into fossil fuel ore
	witherSkeletonFossilization = true
	#The amount of wisps which disperse out of an apparition upon its death
	# Default: 2
	# Range: > 0
	wispsDroppedByApparition = 2
	#Cooldown in ticks for how long an apparition needs to wait before re-possessing a mob 
	#If set to -1 then apparitions unleashed from a possessed mob cannot repossess anything
	# Default: 300
	# Range: > -1
	apparitionPossessionCooldown = 300
	#Apparitions can be salted... or erm, "waxed" until actual salt is added in the future 
	#Salted apparitions cannot possess any mobs, although will still attack them
	apparitionsCanBeSalted = true
	#Apparitions can take control of certain mobs they kill and turn into possessed variants
	apparitionsCanPossessMobs = true
	#Apparitions can use certain gargoyle statues to turn themselves into their possessed variants
	apparitionsCanPossessGargoyles = true
	#Upon death possessed mobs have a chance to unleash an apparition out into the world
	possessedMobsUnleashApparition = true
	#Multiplies the individual unleashing odds of a possessed mob by the specified amount
	# Default: 2.0
	# Range: 0.0 ~ 1.7976931348623157E308
	hardDifficultyUnleashingMultiplier = 2.0
	#Most projectiles will phase through apparitions and wisps except for a few specific kinds 
	#Projectiles specified in the "phantasm_hull_protects_blacklist" tag still hit these entities regardless
	projectilesPhaseThroughGhosts = true
	#Blazes will visibly become dimmer the lower their health is much like Minecraft: Dungeons
	diminishingBlazes = true
	#The minimum amount of shotgun pellets fired from a vessel
	# Default: 16
	# Range: > 0
	minVesselBullets = 16
	#The maximum amount of shotgun pellets fired from a vessel
	# Default: 20
	# Range: > 0
	maxVesselBullets = 20
	#Attack timer is a value that decrements when a vessel is aggroed 
	#It dictates the wait-time between each shotgun blast the vessel does
	# Default: 110
	# Range: > 0
	vesselAttackTime = 110
	#At the specified attack time the vessel will take aim preparing to fire 
	#This value cannot go any lower than 50 to prevent animation issues
	# Default: 100
	# Range: > 50
	vesselShootsAtAttackTime = 100
	#When a target is at or closer to the specified distance in blocks the vessel's aim will be more accurate and will almost always hit a perfect point-blank
	# Default: 5
	# Range: > 0
	vesselAccurateDistance = 5
	#Banshees hurt by an entity will try to teleport away to a random spot or their anchor
	bansheeTeleportsAfterHit = true
	#The number of teleports a banshee can do before returning to its anchor point 
	#This config value is influenced by the world difficulty adding: 
	#-1 on Easy 
	#+1 on Hard
	#
	# Default: 3
	# Range: > 1
	bansheeAnchorInterval = 3
	#The base attack interval of a banshee, which constantly ticks down. when the value reaches "0" it'll fire a will o' wisp 
	#After which the specified value will be added to the attack interval for it to continue ticking down
	# Default: 40
	# Range: > 0
	bansheeAttackInterval = 40
	#This value gets added on top of the base attack interval adding to further randomization in its attack patterns
	# Default: 30
	# Range: > 0
	bansheeAttackIntervalBonus = 30
	#When hurt the banshee's attack interval can be staggered by the specified amount in ticks
	# Default: 10
	# Range: > 0
	bansheeAttackIntervalStagger = 10
	#Specify what behavior should take place if a banshee gets hit with its own will o' wisp projectile
	#Allowed Values: DO_NOTHING, STUN, INSTAKILL
	bansheeRedirectBehavior = "STUN"
	#Defines how long a banshee hit with its own projectile will be stunned for 
	#During this it is unable to fire will o' wisps
	# Default: 100
	# Range: > 0
	bansheeStunTimer = 100
	#How well a will o' wisp shot by a player or dispenser can turn sharp corners
	# Default: 0.22
	# Range: 0.0 ~ 1.7976931348623157E308
	genericWillOWispManoeuvrability = 0.22
	#How well a will o' wisp shot by a banshee can turn sharp corners
	# Default: 0.2
	# Range: 0.0 ~ 1.7976931348623157E308
	bansheeWillOWispManoeuvrability = 0.2
	#Weather world difficulty will have any affect on a banshee will o' wisps' manoeuvrability 
	#The values below are added onto whatever is specifed in "bansheeWillOWispManoeuvrability" 
	#-0.05 on Easy 
	#+0.04 on Hard
	#
	manoeuvrabilityAffectedByDifficulty = true
	#When a will o' wisp is hit with a wind charge it'll accelerate the its speed and manoeuvrability greatly
	willOWispWindPropulsion = true
	#The chance for vessels to unleash apparitions upon death
	# Default: 0.25
	# Range: 0.0 ~ 1.0
	vesselUnleashingOdds = 0.25
	#The chance for stampedes to unleash apparitions upon death
	# Default: 0.5
	# Range: 0.0 ~ 1.0
	stampedeUnleashingOdds = 0.5
	#The chance for banshees to unleash apparitions upon death
	# Default: 0.15
	# Range: 0.0 ~ 1.0
	bansheeUnleashingOdds = 0.15
	#Stampedes will shed stridite upon running over any entity
	# Default: 0.1
	# Range: 0.0 ~ 1.0
	stampedeStriditeSheddingChance = 0.1
	#The minimum number of stridite that can be shed by a stampede
	# Default: 1
	# Range: > 0
	minStampedeStriditeDrops = 1
	#The maximum number of stridite that can be shed by a stampede
	# Default: 5
	# Range: > 0
	maxStampedeStriditeDrops = 5

#World Settings
[worldSettings]
	#Improves the vanilla nether terrain generation with better multilayered-ness and height changes 
	#The Height changes include: 
	#-Base Nether being extended to 192 blocks tall 
	#-Underlava sections extended by -32 blocks of depth 
	#-And the area above the roof will be 64 blocks tall instead 
	# 
	#§cNOTE: If Amplified Nether is installed then that mod's generation will take priority regardless of config value
	#
	netherWorldGenOverhaul = true
	#Brightens up the nether fog of most vanilla and modded biomes to compliment their environments better 
	#It overall makes the nether feel more warmer and helps make out shapes in the distance like actual fog
	brighterNetherFog = true
	#Changes the nether wastes fog back to being red like in vanilla
	redNetherWastesFog = false
	#Dust like particles will blow in the soul sand valley instead of the occasional falling ash
	betterSoulSandValleyParticles = true

#Visual & Sound Settings
[visualAndSoundSettings]
	#Usually in vanilla the nether fog cannot exceed past 12 chunks, this config removes that limiter
	uncappedNetherFogDistance = true
	#Black ice blocks will produce black flake particles underneath
	blackIceParticles = true
	#Ectoplasm will produce rays of light and rising particles from its surface
	ectoplasmParticles = true
	#Ectoplasm will whisper incomprehensible gibberish to players
	ectoplasmSounds = true
	#Periodically misty particles will form around the distance fog
	netherMistParticles = true
	#Controls the tick intervals of nether mist spawning
	# Default: 6
	# Range: > 0
	netherMistSpawnRate = 6
	#Minimum distance at which the nether mist particles spawn
	# Default: 32.0
	# Range: 0.0 ~ 1.7976931348623157E308
	netherMistMinDistance = 32.0
	#Maximum distance at which the nether mist particles spawn
	# Default: 80.0
	# Range: 0.0 ~ 1.7976931348623157E308
	netherMistMaxDistance = 80.0
	#The size of nether mist particles
	# Default: 60.0
	# Range: 0.0 ~ 1.7976931348623157E308
	netherMistScale = 60.0
	#The opacity of nether mist particles
	# Default: 0.5
	# Range: 0.0 ~ 1.0
	netherMistOpacity = 0.5
	#Influences the nether mist particle to go off in random directions at the defined speed
	# Default: 0.05
	# Range: 0.0 ~ 1.7976931348623157E308
	netherMistMotionMultiplier = 0.05
	#Makes the nether mist particles disappear faster if you get close enough to them 
	#You may disable this functionality entirely by just setting the value to 0.0
	# Default: 20.0
	# Range: 0.0 ~ 1.7976931348623157E308
	netherMistDissipateDistance = 20.0
	#Influences the wind speed of ash particles in the soul sand valley
	# Default: 0.2
	# Range: 0.0 ~ 1.7976931348623157E308
	soulSandValleyWindSpeed = 0.2
	#Multiplies the size of windy ash particles
	# Default: 1.6
	# Range: 0.0 ~ 1.7976931348623157E308
	windyAshScaleMultiplier = 1.6
	#Number of drifting soul particles which can spawn from a single block
	# Default: 4
	# Range: > 0
	driftingSoulsSpawnQuantity = 4
	#The radius of particles a single drifting souls block can spawn around in each direction
	# Default: 32
	# Range: > 0
	driftingSoulsSpawnRadius = 32
	#Fired will o' wisps will produce wisp-like trail particles behind them
	willOWispParticles = true
	#Fired will o' wisps will make a weeping sound that helps with knowing if one is homing in on you
	willOWispSounds = true
	#Adds more dynamic and animated particles to all fire blocks
	improvedFireParticles = true
	#Enables new smoke particles for fire
	fireSmokeParticles = true
	#Enables new ember particles for fire
	fireEmberParticles = true
	#Adds slight color variation gradients to lava to break up the repetitive texture in large areas
	lavaPerlinNoiseGradient = true
	#The first color that is applied to the lava perlin noise gradient
	#Color §cMUST§r be in #RRGGBB or #AARRGGBB format
	lavaGradientColorA = "#FFFFFFFF"
	#The second color that is applied to the lava perlin noise gradient
	#Color §cMUST§r be in #RRGGBB or #AARRGGBB format
	LavaGradientColorB = "#FFE28001"
	#Scale factor that determines how big the perlin noise streaks are
	# Default: 14.0
	# Range: 4.9E-324 ~ 1.7976931348623157E308
	LavaGradientNoiseScale = 14.0
	#Toggle the screenshake when a shotgun is fired
	shotgunScreenshake = true
	#Toggles all heat distortion effects in JNE; To disable individual heat distortion effects check the below configs
	enableHeatDistortion = true
	#Heat distortion is applied to far away objects when in certain biomes such as the nether
	biomeHeatDistortion = true
	#A much stronger heat distortion is applied when close to lava source blocks
	lavaHeatDistortion = true
	#Intensity of heat distortion wobbling
	# Default: 0.003
	# Range: 0.0 ~ 1.7976931348623157E308
	heatDistortionIntensity = 0.003
	#Speed of heat distortion wobbling
	# Default: 2.0
	# Range: 0.0 ~ 1.7976931348623157E308
	heatDistortionSpeed = 2.0
	#Minimum distance from the camera that heat distortion starts at
	# Default: 12.0
	# Range: 0.0 ~ 1.7976931348623157E308
	heatDistortionMinDistance = 12.0
	#Maximum distance from the camera that heat distortion reaches its max intensity at
	# Default: 128.0
	# Range: 0.0 ~ 1.7976931348623157E308
	heatDistortionMaxDistance = 128.0
	#Intensity of heat distortion wobbling when close to lava sources
	# Default: 0.006000000052154064
	# Range: 0.0 ~ 1.7976931348623157E308
	heatDistortionLavaIntensity = 0.006000000052154064
	#Speed of heat distortion wobbling when close to lava sources
	# Default: 2.0
	# Range: 0.0 ~ 1.7976931348623157E308
	heatDistortionLavaSpeed = 2.0
	#Minimum distance from the camera that heat distortion starts at when close to lava sources
	# Default: 0.0
	# Range: 0.0 ~ 1.7976931348623157E308
	heatDistortionLavaMinDistance = 0.0
	#Maximum distance from the camera that heat distortion reaches its max intensity at when close to lava sources
	# Default: 64.0
	# Range: 0.0 ~ 1.7976931348623157E308
	heatDistortionLavaMaxDistance = 64.0
	#How often the game will check around the player for lava heat distortion in ticks 
	#§cWARNING: Lower numbers can increase lag especially when paired with high proximity distances to iterate through
	# Default: 100
	# Range: > 0
	heatDistortionLavaCheckPeriod = 100
	#How far the game will check around the player for heat distortion lava sources 
	#§cWARNING: Increasing the distance can add some latency to performance! as it needs to iterate through all the specified blocks in-range
	# Default: 2.0
	# Range: 0.0 ~ 1.7976931348623157E308
	heatDistortionLavaProximity = 2.0
	#The number of source blocks that need to be around the player to cause heat distortion
	# Default: 12
	# Range: > 0
	requiredSourceBlocksForLavaHeatDistortion = 12
	#Toggles the on-screen filter when submerged inside soul glass
	enableSoulGlassScreenFilter = true
	#Removes the ripple effect from soul glass entirely and leaves just the frosted glass effect for people who find the distortion uneasy
	noSoulGlassRipple = false
	#Improves the brewing stand's particles
	improvedBrewingStandParticles = true
	#Adds a particle effect around the player after drinking from a potion or antidote similar to Minecraft Dungeons
	potionConsumptionParticles = true
	#Improves the nether portal's particles
	improvedNetherPortalParticles = true
	#Adds new JNE inspired splash texts alongside the vanilla ones if enabled
	enableJNESplashTexts = true
	#Splash texts added by JNE will be a wonderful red color opposed to the usual yellow
	redSplashText = true
	#JNE has swearing, and lots of it too but is normally censored 
	#If you'd like to disable profanity entirely or uncensor it you may do so with this config
	#Allowed Values: DISABLED, CENSORED, UNFILTERED
	profanity = "CENSORED"

#Game Mechanic Settings
[gameMechanicSettings]
	#Ectoplasm will slowly start to deal freezing damage when submerged
	ectoplasmFreezes = true
	#Ectoplasm will rust all netherite upon contact
	ectoplasmRustsNetherite = true
	#Silver weapons will deal multiplied damage to possessed and ghost mobs
	# Default: 1.8
	# Range: 4.9E-324 ~ 1.7976931348623157E308
	silverParanormalDamageMultiplier = 1.8
	#Silver armor will damage possessed and ghost mobs which damaged you in melee
	# Default: 5.0
	# Range: 0.0 ~ 1.7976931348623157E308
	silverParanormalProtectionDamage = 5.0
	#Silver armor and weapons will inflict possessed and ghost mobs with slowness
	silverInflictsParanormalSlowness = true
	#Turns on various developer loggers, technical information and such for debugging purposes 
	#I suggest you keep this disabled if you're just a casual player
	developerMode = false
	#Pretty self-explanatory; When running beta builds of JNE, a pop-up will appear on screen warning you upon joining worlds
	showBetaWarningPopUp = false
