# Configuration file

general {
    # How much slayer xp is awarded upon killing an aggresive mob by default
    # Min: 0.0
    # Max: 10000.0
    D:aggresiveMobSlayerXp=0.0

    # false = Upgrade Chance if only rolled if you are trying to upgrade your item ABOVE vanilla max level. true = you ALWAYS have an upgrade chance level.
    B:alwaysUseUpgradeChance=false

    # Vanilla starts at 50, hence: (50 - [this] * level)
    # Min: 0.0
    # Max: 100.0
    D:anvilCostReductionPerLevel=0.25

    # Bonus repair durability per level (100 = twice as much repair per level)
    # Min: 0.0
    # Max: 100.0
    D:anvilFinalItemBonusRepaired=1.0

    # Vanilla caps at 50, at around 30 vanilla you can no longer anvil the item again. allows unlocking infinite Anvil uses.
    # Min: 0
    # Max: 100
    I:anvilFinalItemMaxCostToAnvil=10

    # Should PMMO anvil handling be enabled? (xp rewards for repair, and also Enchantment handling) (some mod items break, if you experience lost enchantments, set this to false)
    B:anvilHandlingEnabled=true

    # How much the Armor value scales the Endurance Requirement for Armor
    # Min: 0.0
    # Max: 1000000.0
    D:armorReqScale=4.0

    # How much the Armor Toughness value scales the Endurance Requirement for Armor
    # Min: 0.0
    # Max: 1000000.0
    D:armorToughnessReqScale=6.0

    # How much the Attack Damage values scales the Combat Requirement for Weapons
    # Min: 0.0
    # Max: 1000000.0
    D:attackDamageReqScale=4.0

    # Automatically assign values for Crafting Experience? (Works for Armor/Tools/Weapons)
    B:autoGenerateCraftingXpEnabled=true

    # Automatically assign values for Extra Chance? (Works for Ores/Logs/Plants)
    B:autoGenerateExtraChanceEnabled=true

    # If this is off, Decimal point level requirements will be assigned during Auto Value generation
    B:autoGenerateRoundedValuesOnly=true

    # Automatically assign values for Tool Requirement Dynamically? (This enables Live Scaling, for mods like Tinker's, or Draconic Evolution)
    B:autoGenerateToolReqDynamicallyEnabled=true

    # Automatically assign values for Tool Requirement?
    B:autoGenerateToolReqEnabled=true

    # Automatically assign values for un-assigned items? (May be inaccurate)
    B:autoGenerateValuesEnabled=true

    # Automatically assign values for Weapon Requirement Dynamically? (This enables Live Scaling, for mods like Tinker's, or Draconic Evolution)
    B:autoGenerateWeaponReqDynamicallyEnabled=true

    # Automatically assign values for Weapon Requirement?
    B:autoGenerateWeaponReqEnabled=true

    # Should Automatically generated values for Wearing be Combat instead of Endurance? (True = Combat, False = Endurance)
    B:autoGenerateWearReqAsCombat=false

    # Automatically assign values for Wear Requirement Dynamically? (This enables Live Scaling, for mods like Tinker's, or Draconic Evolution)
    B:autoGenerateWearReqDynamicallyEnabled=true

    # Automatically assign values for Wear Requirement?
    B:autoGenerateWearReqEnabled=true

    # Multiplier for the Auto Generated Crafting Xp Value, in the Crafting skill
    # Min: 0.0
    # Max: 1000000.0
    D:autoGeneratedCraftingXpValueMultiplierCrafting=1.0

    # Multiplier for the Auto Generated Crafting Xp Value, in the Smithing skill
    # Min: 0.0
    # Max: 1000000.0
    D:autoGeneratedCraftingXpValueMultiplierSmithing=1.0

    # Should players leave their party if they disconnect?
    B:autoLeavePartyOnDisconnect=false

    # GUI bar position X (Width)
    # Min: 0.0
    # Max: 1.0
    D:barOffsetX=0.5

    # GUI bar position Y (Height, 0 is top, 1 is bottom (1 is probably invisible due to clipping) )
    # Min: 0.0
    # Max: 1.0
    D:barOffsetY=0.0

    # What is the baseXp to reach level 2 ( baseXp + level * xpPerLevel )
    # Min: 1.0
    # Max: 1000000.0
    D:baseXp=250.0

    # Should mob xp multipliers inside of biomes be enabled? false means no multipliers
    B:biomeMobMultiplierEnabled=true

    # How much xp you get in biomes you do not meet the requirements for (1 = Full xp, 0.5 = Half xp)
    # Min: 0.0
    # Max: 1000.0
    D:biomePenaltyMultiplier=0.5

    # Should biome requirements be enabled? false means no requirements
    B:biomeReqEnabled=true

    # Should xp multipliers be enabled? false means no multipliers
    B:biomeXpBonusEnabled=true

    # Hardest considered block (1 hardness = 1 remove xp. 0 = no xp for block hardness, 30 means obsidian caps at 30xp per block.)
    # Min: 0.0
    # Max: 1000000.0
    D:blockHardnessLimitForBreaking=20.0

    # Hardest considered block (1 hardness = 1 build xp. 0 = no xp for block hardness, 30 means obsidian caps at 30xp per block.)
    # Min: 1.0
    # Max: 1.0E9
    D:blockHardnessLimitForPlacing=20.0

    # How many blocks it takes to reach 0 Break Speed (will get capped by Minimum Breaking Speed)
    # Min: 0.0
    # Max: 100.0
    D:blocksToUnbreakableY=1000.0

    # Should break requirements be enabled? false means no requirements
    B:breakReqEnabled=true

    # Do players get xp for breeding animals?
    B:breedingXpEnabled=true

    # Does Brewing provide a chance to produce Extra potions?
    B:brewingEnabled=true

    # Do players get xp for Brewing potions in Brewing Stands?
    B:brewingXpEnabled=true

    # Should every 10th level up be broadcast to everyone?
    B:broadcastMilestone=true

    # Anvil combination limits enchantments to max level set in this config
    B:bypassEnchantLimit=true

    # Do Furnaces/Smokers/Fireplaces produce extra items according to Item Owner Cooking level?
    B:cookingEnabled=true

    # Do players get xp for Cooking items in Furnaces/Smokers/Fireplaces?
    B:cookingXpEnabled=true

    # Should certain items be restricted from being crafted, without the level requirement?
    B:craftReqEnabled=true

    # Should blocks broken by veining damage your tool?
    B:damageToolWhileVeining=true

    # Should players loose Percentage of Full Levels instead of Xp above Whole Level upon death?
    B:deathLoosesLevels=false

    # How much percentage of level you loose on death (Full Levels or Xp above Whole Level depends on deathLoosesLevels)
    # Min: 0.0
    # Max: 1000.0
    D:deathPenaltyMultiplier=0.5

    # How much xp should be awarded in Farming for breeding two animals? (Json Overrides this) (Set to 0 to disable default xp)
    # Min: 0.0
    # Max: 1000000.0
    D:defaultBreedingXp=10.0

    # How much xp should be awarded in Crafting for each item crafted? (Json Overrides this) (Set to 0 to disable default xp)
    # Min: 0.0
    # Max: 1000000.0
    D:defaultCraftingXp=1.0

    # How much xp should be awarded in Farming for growing crops? (Json Overrides this) (Set to 0 to disable default xp)
    # Min: 0.0
    # Max: 1000000.0
    D:defaultCropGrowXp=15.0

    # Valued used by autoGenerateExtraChanceEnabled, for Logs
    # Min: 0.0
    # Max: 1000000.0
    D:defaultExtraChanceLog=2.0

    # Valued used by autoGenerateExtraChanceEnabled, for Ores
    # Min: 0.0
    # Max: 1000000.0
    D:defaultExtraChanceOre=1.0

    # Valued used by autoGenerateExtraChanceEnabled, for Plants
    # Min: 0.0
    # Max: 1000000.0
    D:defaultExtraChancePlant=1.5

    # How much xp should be awarded in Farming for growing a sapling? (Json Overrides this) (Set to 0 to disable default xp)
    # Min: 0.0
    # Max: 1000000.0
    D:defaultSaplingGrowXp=25.0

    # How much xp should be awarded in Taming for Taming an animal? (Json Overrides this) (Set to 0 to disable default xp)
    # Min: 0.0
    # Max: 1000000.0
    D:defaultTamingXp=0.0

    # Should normal drops from Fishing be disabled?
    B:disableNormalFishDrops=false

    # From what level can you salvage from both hands at the same time?
    # Min: 0
    # Max: 100
    I:dualSalvageSmithingLevelReq=50

    # How much xp everyone gains on Easy Difficulty (1 = normal, 2 = twice as much)
    # Min: 0.0
    # Max: 1000.0
    D:easyMultiplier=0.6666666666666666

    # Each Enchantment Save Chance per Level
    # Min: 0.0
    # Max: 100.0
    D:enchantSaveChancePerLevel=0.9

    # Should Enchantment Use requirements automatically scale according to previous values, provided they exist? example: level1Req = 5 agility, level2Req = 10 farming - Level 4 enchantment would require level 10 agility, and level 20 farming (highestSpecifiedLevelReqs / highestSpecifiedLevel * enchantLevel)
    B:enchantUseReqAutoScaleEnabled=true

    # Should Enchantment Use requirements be enabled? false means no requirements
    B:enchantUseReqEnabled=true

    # How much endurance you gain per level (1 = 1% per level)
    # Min: 0.0
    # Max: 100.0
    D:endurancePerLevel=0.25

    # How much your digging speed increases per level in (1 = 1% increase per level)
    # Min: 0.0
    # Max: 100.0
    D:excavationBonusSpeed=1.0

    # How much hunger should be exhausted per block veined?
    # Min: 1.0
    # Max: 1.0E9
    D:exhaustionPerBlock=0.2

    # What is the x in: exponentialBaseXp * ( x^( exponentialRate * level ) )
    # Min: 1.0
    # Max: 1000000.0
    D:exponentialBase=1.104088404342588

    # What is the x in: x * ( exponentialBase^( exponentialRate * level ) )
    # Min: 1.0
    # Max: 1000000.0
    D:exponentialBaseXp=83.0

    # What is the x in: exponentialBaseXp * ( exponentialBase^( x * level ) )
    # Min: 1.0
    # Max: 1000000.0
    D:exponentialRate=1.0

    # Chance to not break anvil, 100 = twice the value, half the chance per Level.
    # Min: 0.0
    # Max: 100.0
    D:extraChanceToNotBreakAnvilPerLevel=1.0

    # What is the chance to Reduce a level after a Upgrade chance fails (100 = everytime you fail bypass, enchant level goes down by 1)
    # Min: 0.0
    # Max: 100.0
    D:failedUpgradeKeepLevelChance=50.0

    # How much your farming speed increases per level in (1 = 1% increase per level)
    # Min: 0.0
    # Max: 100.0
    D:farmingBonusSpeed=1.0

    # Should fished items have a chance at being Enchanted? enabled? false = off
    B:fishEnchantPoolEnabled=true

    # What is the chance on each successful fishing attempt to access the fish_pool
    # Min: 0.0
    # Max: 100.0
    D:fishPoolBaseChance=0.0

    # What is the increase per level to access the fish_pool
    # Min: 0.0
    # Max: 100.0
    D:fishPoolChancePerLevel=0.5

    # Is catching items from Fish Pool while Fishing enabled? false = off
    B:fishPoolEnabled=true

    # What is the max chance to access the fish_pool
    # Min: 0.0
    # Max: 100.0
    D:fishPoolMaxChance=80.0

    # How much xp everyone gains (1 = normal, 2 = twice as much)
    # Min: 0.0
    # Max: 1000.0
    D:globalMultiplier=1.0

    # Do players get xp for growing Plants? (Different from Harvest xp)
    B:growingXpEnabled=true

    # How much xp everyone gains on Hard Difficulty (1 = normal, 2 = twice as much)
    # Min: 0.0
    # Max: 1000.0
    D:hardMultiplier=1.3333333333333333

    # Main held items xp multiplier enabled? false = off
    B:heldItemXpBoostEnabled=true

    # How much xp do you get for impersonating Jesus?
    # Min: 0.0
    # Max: 1000000.0
    D:jesusXp=0.075

    # Should mob kill req be enabled? false means no requirements
    B:killReqEnabled=true

    # Should mob kill xp be enabled? false means no requirements
    B:killXpEnabled=true

    # Commands being fired on specific level ups enabled? false = off
    B:levelUpCommandEnabled=true

    # Should fireworks appear on level up?
    B:levelUpFirework=true

    # Every how many levels you gain an extra block of jumping height while Crouching
    # Min: 0.0
    # Max: 100.0
    D:levelsPerCrouchJumpBoost=33.0

    # Per how many levels you gain 1 Extra Damage from Archery
    # Min: 1.0
    # Max: 1.0E9
    D:levelsPerDamageArchery=20.0

    # Per how many levels you gain 1 Extra Damage from Magic
    # Min: 1.0
    # Max: 1.0E9
    D:levelsPerDamageMagic=20.0

    # Per how many levels you gain 1 Extra Damage from Combat
    # Min: 1.0
    # Max: 1.0E9
    D:levelsPerDamageMelee=20.0

    # Every how many levels does 1 charge become worth +1 hardness? (If this is set to 80, your level is 50, and you have 320 charge, you can vein (50 / 80) * 320 = 200 hardness worth of Crafting Related (Such as wool, carpet, bed) blocks, which depends on how hard they are)
    # Min: 1.0
    # Max: 1.0E9
    D:levelsPerHardnessCrafting=160.0

    # Every how many levels does 1 charge become worth +1 hardness? (If this is set to 16, your level is 50, and you have 64 charge, you can vein (50 / 320) * 320 = 50 hardness worth of ground, which is 100 Dirt)
    # Min: 1.0
    # Max: 1.0E9
    D:levelsPerHardnessExcavation=320.0

    # Every how many levels does 1 charge become worth +1 hardness? Plants have no hardness, but there is a minimum hardness while veining config in here, which is 0.5 by default, making it 200 plants at level 50 farming, with 320 charge, if this is set to 160
    # Min: 1.0
    # Max: 1.0E9
    D:levelsPerHardnessFarming=160.0

    # Every how many levels does 1 charge become worth +1 hardness? (If this is set to 32, your level is 50, and you have 64 charge, you can vein (50 / 160) * 320 = 100 hardness worth of blocks, which is 2.0 Obsidian, or 33.3 Coal Ore)
    # Min: 1.0
    # Max: 1.0E9
    D:levelsPerHardnessMining=160.0

    # Every how many levels does 1 charge become worth +1 hardness? (If this is set to 32, your level is 50, and you have 64 charge, you can vein (50 / 160) * 320 = 100 hardness worth of logs, which is 50 Logs)
    # Min: 1.0
    # Max: 1.0E9
    D:levelsPerHardnessWoodcutting=160.0

    # Per how many levels you gain 1 Max Heart
    # Min: 0.0
    # Max: 100.0
    D:levelsPerHeart=10.0

    # Every how many levels should a level up broadcast be sent to all players? (10 = every 10 levels)
    # Min: 1
    # Max: 1000000
    I:levelsPerMilestone=10

    # How many levels per each Enchantment Level Bypass above max level enchantment can support in vanilla
    # Min: 0
    # Max: 100
    I:levelsPerOneEnchantBypass=50

    # Every how many levels you gain an extra block of reach
    # Min: 1.0
    # Max: 1.0E9
    D:levelsPerOneReach=20.0

    # Every how many levels you gain an extra block of jumping height while Sprinting
    # Min: 0.0
    # Max: 100.0
    D:levelsPerSprintJumpBoost=50.0

    # Every how many levels should a total level milestone broadcast be sent to all players? (50 = every 50 levels)
    # Min: 1
    # Max: 1000000
    I:levelsPerTotalLevelMilestone=50

    # Should config from default_data.json be loaded? false means only data.json is loaded
    B:loadDefaultConfig=true

    # Should logs be enabled? false means no extra chance
    B:logEnabled=true

    # Should a screenshot be taken everytime you level up?
    B:lvlUpScreenshot=false

    # When a screenshot is taken upon levelling up, should the skills list turn on automatically to be included in the screenshot?
    B:lvlUpScreenshotShowSkills=false

    # Anvil combination limits enchantments to this level
    # Min: 0
    # Max: 100
    I:maxEnchantLevel=255

    # Max amount of levels enchants are able to go above max vanilla level
    # Min: 0
    # Max: 100
    I:maxEnchantmentBypass=10

    # How much endurance is max (100 = god mode)
    # Min: 0.0
    # Max: 100.0
    D:maxEndurance=50.0

    # How much extra damage can you get from the Archery skill max?
    # Min: 1.0
    # Max: 1.0E9
    D:maxExtraDamageBoostArchery=100.0

    # How much extra damage can you get from the Magic skill max?
    # Min: 1.0
    # Max: 1.0E9
    D:maxExtraDamageBoostMagic=100.0

    # How much extra damage can you get from the Combat skill max?
    # Min: 1.0
    # Max: 1.0E9
    D:maxExtraDamageBoostMelee=100.0

    # How many Max Hearts you can have (20 means 10 vanilla + 20 boosted)
    # Min: 0
    # Max: 100
    I:maxExtraHeartBoost=100

    # What is the maximum reach a player can have
    # Min: 1.0
    # Max: 1.0E9
    D:maxExtraReachBoost=20.0

    # Maximum chance to save each point of fall damage (100 = no fall damage)
    # Min: 0.0
    # Max: 100.0
    D:maxFallSaveChance=64.0

    # How much jump boost can you gain max (above 0.33 makes you take fall damage)
    # Min: 0.0
    # Max: 100.0
    D:maxJumpBoost=0.33

    # What is the global max level
    # Min: 1
    # Max: 1000000
    I:maxLevel=120

    # What is the maximum amount an aggressive mob's damage will be boosted?
    # Min: 0.0
    # Max: 1.0E9
    D:maxMobDamageBoost=100.0

    # What is the maximum amount an aggressive mob's HP will be boosted?
    # Min: 0.0
    # Max: 1.0E9
    D:maxMobHPBoost=1000.0

    # What is the maximum amount an aggressive mob's speed will be boosted?
    # Min: 0.0
    # Max: 1.0E9
    D:maxMobSpeedBoost=10.0

    # How much bonus xp is the maximum that a Party can receive? (50 = 50% increase max. If partyXpIncreasePerPlayer is 5, and there are 20 members, the xp bonus caps at 50%, at 10 members)
    # Min: 1.0
    # Max: 1.0E9
    D:maxPartyXpBonus=50.0

    # Max Percentage chance to return each Enchantment Level
    # Min: 0.0
    # Max: 100.0
    D:maxSalvageEnchantChance=90.0

    # How much speed boost you can get from Agility (100 = 100% vanilla + 100% = twice as fast max)
    # Min: 0.0
    # Max: 100.0
    D:maxSpeedBoost=100.0

    # How much vein charge can a player hold at max? (1 recharges every second)
    # Min: 1.0
    # Max: 1.0E9
    D:maxVeinCharge=320.0

    # Should fireworks appear on Milestone level up, to other players?
    B:milestoneLevelUpFirework=true

    # Minimum Breaking Speed (1 is Original speed, 0.5 is half)
    # Min: 0.0
    # Max: 100.0
    D:minBreakSpeed=0.5

    # How much is the lowest cost for each block veined? (1 = 1 charge, 1 charge regens per second)
    # Min: 1.0
    # Max: 1.0E9
    D:minVeinCost=0.5

    # What is the lowest hardness for each block veined? (Crops have 0 hardness, this makes crops not infinitely veined)
    # Min: 1.0
    # Max: 1.0E9
    D:minVeinHardness=0.5

    # What is the minimum amount xp grows a set amount of time? (Default 0.2, increase to speed up growth)
    # Min: 0.0
    # Max: 1.0
    D:minXpGrow=5.0

    # How much your mining speed increases per level (1 = 1% increase per level)
    # Min: 0.0
    # Max: 100.0
    D:miningBonusSpeed=1.0

    # How much an aggresive mob's damage will increase per one Power Level?
    # Min: 0.0
    # Max: 1.0E9
    D:mobDamageBoostPerPowerLevel=1.0

    # How much an aggresive mob's HP will increase per one Power Level?
    # Min: 0.0
    # Max: 1.0E9
    D:mobHPBoostPerPowerLevel=5.0

    # Should mob rare drops be enabled? false means no requirements
    B:mobRareDropEnabled=true

    # How much an aggresive mob's speed will increase per one Power Level?
    # Min: 0.0
    # Max: 1.0E9
    D:mobSpeedBoostPerPowerLevel=1.0

    # Should biome negative effects be enabled? false means no negative effects
    B:negativeBiomeEffectEnabled=true

    # Underwater Nightvision Unlock Level
    # Min: 0
    # Max: 1000000
    I:nightvisionUnlockLevel=25

    # How much xp everyone gains on Normal Difficulty (1 = normal, 2 = twice as much)
    # Min: 0.0
    # Max: 1000.0
    D:normalMultiplier=1.0

    # Should ores be enabled? false means no extra chance
    B:oreEnabled=true

    # How much damage you can deal to people in the same Party (0 = no damage, 100 = full damage)
    # Min: 1.0
    # Max: 1.0E9
    D:partyFriendlyFireAmount=33.333333333333336

    # How many Members can a party have?
    # Min: 1
    # Max: 1000000000
    I:partyMaxMembers=10

    # In what range do Party members have to be to benefit from the other members?
    # Min: 1.0
    # Max: 1.0E9
    D:partyRange=64.0

    # How much bonus xp a Party gains extra, per player? (5 = 1 player -> 5% xp bonus, 2 players -> 10% xp bonus
    # Min: 1.0
    # Max: 1.0E9
    D:partyXpIncreasePerPlayer=5.0

    # How much hunter xp is awarded upon killing a passive mob by default
    # Min: 0.0
    # Max: 10000.0
    D:passiveMobHunterXp=0.0

    # How much xp everyone gains on Peaceful Difficulty (1 = normal, 2 = twice as much)
    # Min: 0.0
    # Max: 1000.0
    D:peacefulMultiplier=0.3333333333333333

    # Should place requirements be enabled? false means no requirements
    B:placeReqEnabled=true

    # Should plants be enabled? false means no extra chance
    B:plantEnabled=true

    # Should biome positive effects be enabled? false means no positive effects
    B:positiveBiomeEffectEnabled=true

    # Is Salvaging items using the Repairing skill enabled? false = off
    B:salvageEnabled=true

    # How much your chance to save each point of fall damage increases per level (1 = 1% increase per Level)
    # Min: 0.0
    # Max: 100.0
    D:saveChancePerLevel=64.0

    # Should Xp Boosts be scaled by the item Durability? (Max boost at Max durability, 50% at half Durability)
    B:scaleXpBoostByDurability=true

    # At what durability percentage should the xp bonus start going down from? (75 means that at 75% durability or above, the xp bonus will be max, and at 37.5%, the xp boost will be half
    # Min: 0.0
    # Max: 100.0
    D:scaleXpBoostByDurabilityEnd=75.0

    # At what durability percentage should the xp bonus go away fully at and below? (25 means at 25% or below durability, there is no longer any xp boost)
    # Min: 0.0
    # Max: 100.0
    D:scaleXpBoostByDurabilityStart=0.0

    # Should you be notified by what new features you have access to on level ups?
    B:showLevelUpUnlocks=true

    # Should your personal Donator Welcome message come up?
    B:showPatreonWelcome=true

    # If Off, The skills list at the top left corner will no longer appear (You still have the GUI to show you all of your skills info)
    B:showSkillsListAtCorner=true

    # Should the Welcome message come up?
    B:showWelcome=true

    # If Off, xp drops will no longer appear
    B:showXpDrops=true

    # GUI Skills List position X (Width)
    # Min: 0.0
    # Max: 1.0
    D:skillListOffsetX=0.0

    # GUI Skills List position Y (Height, 0 is top, 1 is bottom (1 is probably invisible due to clipping) )
    # Min: 0.0
    # Max: 1.0
    D:skillListOffsetY=0.0

    # Should a succesful sleep recharge every player currently in that world Vein Charge?
    B:sleepRechargesAllPlayersVeinCharge=true

    # Do Furnaces produce extra items according to Item Owner Smithing level?
    B:smeltingEnabled=true

    # Do players get xp for Smelting items in a Furnace?
    B:smeltingXpEnabled=true

    # How much speed boost you get from each level (1 = 1% speed boost per level)
    # Min: 0.0
    # Max: 100.0
    D:speedBoostPerLevel=0.5

    # If Off, xp drops will no longer stack with each other
    B:stackXpDrops=true

    # When a Kill requirement is not met, should the player be stopped from dealing any damage?
    B:strictReqKill=false

    # When a Tool requirement is not met, should the player be stopped from breaking with it completely?
    B:strictReqTool=true

    # When a Use Enchantment requirement is not met, should the item be dropped?
    B:strictReqUseEnchantment=false

    # When a Weapon requirement is not met, should the player be stopped from dealing any damage?
    B:strictReqWeapon=false

    # When a Wear requirement is not met, should the item be dropped?
    B:strictReqWear=false

    # Do players get xp for taming animals?
    B:tamingXpEnabled=true

    # Should tool requirements be enabled? false means no requirements
    B:toolReqEnabled=true

    # How much the Speed of the tool scales the Requirement of Excavation to Use the tool
    # Min: 0.0
    # Max: 1000000.0
    D:toolReqScaleDirt=5.0

    # How much the Speed of the tool scales the Requirement of Woodcutting to Use the tool
    # Min: 0.0
    # Max: 1000000.0
    D:toolReqScaleLog=5.0

    # How much the Speed of the tool scales the Requirement of Mining to Use the tool
    # Min: 0.0
    # Max: 1000000.0
    D:toolReqScaleOre=5.0

    # Do players find Treasure inside of blocks?
    B:treasureEnabled=true

    # What is the chance to Bypass a max enchant level (provided you got the skill to do so)
    # Min: 0.0
    # Max: 100.0
    D:upgradeChance=50.0

    # Should levels be determined using an Exponential formula? (false = the original way)
    B:useExponentialFormula=true

    # Should use requirements be enabled? false means no requirements
    B:useReqEnabled=true

    # GUI bar position X (Width)
    # Min: 0.0
    # Max: 1.0
    D:veinBarOffsetX=0.5

    # GUI bar position Y (Height, 0 is top, 1 is bottom (1 is probably invisible due to clipping) )
    # Min: 0.0
    # Max: 1.0
    D:veinBarOffsetY=0.65

    # How many blocks max can be veined?
    # Min: 1
    # Max: 1000000000
    I:veinMaxBlocks=10000

    # What is the maximum distance a player's vein can reach?
    # Min: 1.0
    # Max: 1.0E9
    D:veinMaxDistance=1000.0

    # How many blocks get broken every tick?
    # Min: 1
    # Max: 1000000000
    I:veinSpeed=1

    # Should veining wood material blocks start from the highest block?
    B:veinWoodTopToBottom=true

    # Is vein mining allowed? true = on, false = off
    B:veiningAllowed=true

    # Should players be allowed to vein blocks that they did not place?
    B:veiningOtherPlayerBlocksAllowed=false

    # Should weapon requirements be enabled? false means no requirements
    B:weaponReqEnabled=true

    # Should wear requirements be enabled? false means no requirements
    B:wearReqEnabled=true

    # Should a player have all their skills wiped to level 1 upon death?
    B:wipeAllSkillsUponDeathPermanently=false

    # How much your cutting speed increases per level in (1 = 1% increase per level)
    # Min: 0.0
    # Max: 100.0
    D:woodcuttingBonusSpeed=1.0

    # worn items xp boost enabled? false = off
    B:wornItemXpBoostEnabled=true

    # Should the Xp Bar always be on? false = only appears while holding Show GUI or when you gain xp
    B:xpBarAlwaysOn=false

    # True is the animated rainbow, False is the old, plain grey box
    B:xpBarTheme=true

    # At what age do xp drops start to decay?
    # Min: 0.0
    # Max: 1.0
    D:xpDropDecayAge=350.0

    # How opaque (visible) can the xp drop get?
    # Min: 0.0
    # Max: 1.0
    D:xpDropMaxOpacity=200.0

    # GUI Xp drops position X (Width)
    # Min: 0.0
    # Max: 1.0
    D:xpDropOffsetX=0.5

    # GUI Xp drops position Y (Height, 0 is top, 1 is bottom (1 is probably invisible due to clipping) )
    # Min: 0.0
    # Max: 1.0
    D:xpDropOffsetY=0.0

    # How much out of MaxOpacity does the Xp Drop become visible per 1 distance
    # Min: 0.0
    # Max: 1.0
    D:xpDropOpacityPerTime=5.0

    # How far away does the Xp Drop spawn
    # Min: 0.0
    # Max: 1.0
    D:xpDropSpawnDistance=50.0

    # Should xp drops sync up with the bar being open or closed? HIGHLY RECOMMEND TO KEEP FALSE IF YOU ARE MOVING XP DROP POSITIONS
    B:xpDropsAttachedToBar=true

    # Should Xp Drops make the Xp Bar pop up?
    B:xpDropsShowXpBar=true

    # What is the xp increase per level ( baseXp + level * xpPerLevel )
    # Min: 1.0
    # Max: 1000000.0
    D:xpIncreasePerLevel=50.0

    # Should the Xp left indicator always be on? false = only appears with Show GUI key
    B:xpLeftDisplayAlwaysOn=false

    # Should xp values for breaking things first time be enabled? false means only Hardness xp is awarded for breaking
    B:xpValueBreakingEnabled=true

    # Should xp values for crafting be enabled? false means the default value is used
    B:xpValueCraftingEnabled=true

    # Should xp values for general things be enabled? (Such as catching fish)
    B:xpValueGeneralEnabled=true

    # Should xp values for crafting be enabled? false means the hardness value is used
    B:xpValuePlacingEnabled=true

    localconfig {
    }

}


