Configuration is split to two categories - configuration using Tags - configuration using configuration file (`ytech-common.toml`) ## Tags ### Item Tags - `ytech:fertilizer` - used in [Aqueduct Fertilizer](Blocks.md#aqueduct-fertilizer) as fertilizer item - `ytech:fire_source` - only visual placeholder (JEI...) for Block Tag [Fire Source](Configuration.md#block-tags) - `ytech:soul_fire_source` - only visual placeholder (JEI...) for Block Tag [Soul Fire Source](Configuration.md#block-tags) - `ytech:aurochs_food` - food of [Aurochs](Mobs.md#aurochs) - `ytech:aurochs_temp_items` - temptation items of [Aurochs](Mobs.md#aurochs) - `ytech:deer_temp_items` - temptation items of [Deer](Mobs.md#deer) - `ytech:fowl_food` - food of [Fowl](Mobs.md#fowl) - `ytech:fowl_temp_items` - temptation items of [Fowl](Mobs.md#fowl) - `ytech:mouflon_food` - food of [Mouflon](Mobs.md#mouflon) - `ytech:mouflon_temp_items` - temptation items of [Mouflon](Mobs.md#mouflon) - `ytech:saber_tooth_tiger_temp_items` - temptation items of [Saber Toothed Tiger](Mobs.md#saber-toothed-tiger) - `ytech:terror_bird_temp_items` - temptation items of [Terror Bird](Mobs.md#terror-bird) - `ytech:wild_boar_food` - food of [Wild Boar](Mobs.md#wild-boar) - `ytech:wild_boar_temp_items` - temptation items of [Wild Boar](Mobs.md#wild-boar) - `ytech:woolly_mammoth_temp_items` - temptation items of [Woolly Mammoth](Mobs.md#woolly-mammoth) - `ytech:woolly_rhino_temp_items` - temptation items of [Woolly Rhino](Mobs.md#woolly-rhino) ### Block Tags - `ytech:aurochs_raid_blocks` - blocks that can Aurochs destroy when raiding garden - `ytech:deer_raid_blocks` - blocks that can Deer destroy when raiding garden - `ytech:fowl_raid_blocks` - blocks that can Fowl destroy when raiding garden - `ytech:mouflon_raid_blocks` - blocks that can Mouflon destroy when raiding garden - `ytech:fire_source` - blocks that can lit [Unlit Torch](Items.md#unlit-torch) - `ytech:soul_fire_source` - blocks that can soulfire lit [Unlit Torch](Items.md#unlit-torch) - `ytech:require_valid_tool` - require on these blocks valid tool ### Biome Tags - `ytech:aurochs_native_biomes` - biomes in which Aurochs spawn - `ytech:deer_native_biomes` - biomes in which Deer spawn - `ytech:fowl_native_biomes` - biomes in which Fowl spawn - `ytech:mouflon_native_biomes` - biomes in which Mouflon spawn - `ytech:saber_tooth_tiger_native_biomes` - biomes in which Saber Toothed Tigers spawn - `ytech:terror_bird_native_biomes` - biomes in which Terror Birds spawn - `ytech:wild_boar_native_biomes` - biomes in which Wild Boars spawn - `ytech:woolly_mammoth_native_biomes` - biomes in which Woolly Mammoths spawn - `ytech:woolly_rhino_native_biomes` - biomes in which Woolly Rhinos spawn - `ytech:fast_drying_biomes` - biomes in which is [drying](Blocks.md#drying-racks) faster - `ytech:slow_drying_biomes` - biomes in which is [drying](Blocks.md#drying-racks) slower - `ytech:well_wet_biomes` - biomes in which is water for [Well Pulley](Blocks.md#well-pulley) abundant - `ytech:well_dry_biomes` - biomes in which is water for [Well Pulley](Blocks.md#well-pulley) scarce - `ytech:well_disabled_biomes` - biomes in which is no water for [Well Pulley](Blocks.md#well-pulley) - `ytech:infinite_water_source_biomes` - biomes in which is water infinite (enabled creating water source) ## Configuration file ### Water Behavior - `finiteWaterSource` - if water sources are finite - `cropsNeedWateredFarmland` - if crops need watered farmland for growing - `farmlandConsumesWater` - if hydrating farmland causes removing water source (1/10 chance on random tick) ### Drying Rack - `noDryingDuringRain` - if Drying Rack should stop working during rain ### Irrigation #### Aqueduct - `baseFluidStoragePerBlock` - base amount of fluid stored per block (1x Mudbrick, 2x Terracotta, 4x Stone) - `rainingFillAqueduct` - if raining fill aqueduct - `rainingFillAmount` - amount of which will be aqueduct filled per nth tick when raining - `rainingFillPerNthTick` - how often should be filled aqueduct when raining (1 - every tick, 20 - every second) - `validBlockForRaining` - if aqueduct must see sky and must be in valid biome where is raining when raining for filling - `drippingFillAqueduct` - if dripping using Dripstone fill aqueduct - `drippingFillAmount` - amount of which will be aqueduct filled per nth tick when dripping - `drippingFillPerNthTick` - how often should be filled aqueduct when dripping (1 - every tick, 20 - every second) #### Aqueduct Valve - `valveFillAmount` - amount of which will be aqueduct filled every nth tick thru valve - `valveFillPerNthTick` - how often should be filled aqueduct thru valve (1 - every tick, 20 - every second) #### Aqueduct Hydrator - `hydratorDrainAmount` - amount of which will be aqueduct drained every nth tick thru hydrator - `hydratorDrainPerNthTick` - how often should be drained aqueduct thru hydrator (1 - every tick, 20 - every second) #### Aqueduct Fertilizer - `fertilizerDuration` - how long last single piece of fertilizer - `applyFertilizerChance` - how often should be applied bone meal effect (1 / n chance per tick) #### Well Pulley - `wellPulleyGeneration` - how much water Well Pulley generate each 10 ticks - `wetBiomeBonus` - bonus multiplier for Well Pulley generation in wet biome - `dryBiomeBonus` - bonus multiplier for Well Pulley generation in dry biome ### Wild Animals Breeding - `minBreedingGenerations` - minimum generations for domestic animal breeding result - `domesticChance` - chance for domestic animal breeding result, multiplied by each generation after minBreedingGenerations - `removeVanillaMobs` - if remove vanilla mobs spawning (sheeps, cows, chickens and pigs)