Configuration

This page will detail what each of the config options are and what are reasonable amounts to set each value to, this will only cover the configuration options for TragicMC2. Eventually it'll get it's in-Forge Gui, but that won't be for a while.

Details
These are going to be covered in the order they should appear in the config file. The location of the configuration file is in your main .minecraft directory, in the config folder, it should be named TragicMC.cfg. Well anyway, let's get into it!

Amulets
As the name infers, this is the place to go to toggle anything related to Amulets

allowAmuletLeveling allowAmuletModifiers allowCraftingWithRawMaterials allowCursedAmuletEffects/allowEpicAmuletEffects/allowNormalAmuletEffects allowToughKillRecharge amuletEffect amuletReleaseRarity maxAmuletSlots modifierChance/modifierChance2/modifierChance3 overallAmuletRarity requireUnlockAmuletSlots showAmuletStatusGui
 * Default: true
 * Description: This sets whether you'll be able to combine Amulets in a crafting table to upgrade them, unused in current version unfortunately
 * Default: true
 * Description: Whether random modifiers (such as speed boost, strength boost, health boost, etc.) are applied to an amulet when they are first crafted or created
 * Default: true
 * Description: Whether you can craft Amulets via Tungsten, an Awakening Stone and the various raw components that each one uses, unused in current version unfortunately
 * Default: true
 * Description: Whether Amulet abilities are active (affects both positive and negative effects), Amulets may still be obtained but they are basically obsolete if this is disabled
 * Default: true
 * Description: Currently unused, but when killing a Boss or a tough mob, would restore some of your currently equipped Amulet's durability
 * Default: true
 * Description: Toggle a specific amulet if you have an exact one that you greatly dislike
 * Default: 5
 * Cap: Min: 3, Max: 250
 * Description: A higher number increases the chance for these to be in chests
 * Default: 3
 * Cap: Min: 1, Max: 3
 * Description: Whether you want to have all 3 available to unlock or you want to cap it at a lower amount
 * Default: 54/79/89
 * Cap: Min: 1, Max: 100
 * Description: Affects the multiplicative chance to apply up to 3 modifiers, higher amounts decrease the chance to get more modifiers per amulet
 * Default: 5
 * Cap: Min: 3, Max: 250
 * Description: A higher number increases the chance of finding various other amulets in chests
 * Default: true
 * Description: Whether the player should be required to find an Amulet Release to unlock active amulet slots, otherwise they are unlocked by default
 * Default: true
 * Description: Whether the Amulet Status should be displayed under the Doom Gui, this displays your 3 Amulet slots (an X is displayed if it is locked) and the Amulet that is in that current spot, if any

Attribute Modifiers
These are here (as explained in the config) with the addtion of configurable mob stats, in order to balance them out. You could also set any of these to 0 to effectively disable them, or you could set them to higher amounts for a challenge. These aren't capped so don't go too crazy with their amounts.

Blanket Configs
As explained in the config, these toggle everything in their respective category to their general "off" values. If you want to disable large parts of the mod easily, this would be the spot to do that.

Dimension
This is, as you could guess, where all of the various configurable aspects of the Dimension are.

allowCollisionRespawn biomeID dimensionID providerID synapseID synapseProviderID
 * Default: false
 * Description: Whether the player respawns in the Collision on death or is taken back to the Overworld, the Synapse may get this option later on, I haven't decided yet
 * Default: Range starts looking at 90 and will automatically check for all free biome IDs until it finds one, if it loops back it'll default to 90
 * Description: The IDs that my biomes use, these shouldn't be too big of a source of conflict since my biomes do not generate in the Overworld or anywhere Vanilla (or they shouldn't anyway) but they are here just for configurability's sake
 * Default: Range check starts at 2 and continues until it finds an open value
 * Description: Changes the DimensionID of the Collision
 * Default: Range matches the dimensionID set
 * Description: Changes the provider ID for the Collision, this should never be required but again, is here for configurability's sake
 * Default: Range check starts at the next value that dimensionID takes
 * Description: Changes the Dimension ID of the Synapse, this is unused in current versions (an accidental oversight) but you can still run the mod if it conflicts with another by adding it after the other mod's get their Dimensions set up, it should automatically find a free ID and work fine from there
 * Default: Range matches the synapseID set
 * Description: Changes the provider for the Synapse, as previously stated, again, just here for configurability's sake

Doom
This is probably the most configurable part of the mod (aside from the mob stats and such), there is loads of configurability available and most caps are pretty loose.

allowBacklash allowCooldown allowCooldownDefuse allowDoomsdays allowDoomConsumeRefill allowDoomNaturalRecharge allowDoomPainRecharge allowDoomsdays allowNonDoomsdayAbilities backlashChance - -Cost cooldownDefuseRarity cooldownDefuseRefillAmount crucialMomentChance doomConsumeAmount doomConsumeRarity doomConsumeRefillAmount doomRechargeRate doomsdayAllow doomsdayCooldown/Cost maxDoomAmount maxDoomMinimumAmount showDoomGui
 * Default: true
 * Description: Whether Doomsdays have a small chance to backlash on use, usually doing something negative to the user while also taking partial cost
 * Default: true
 * Description: Whether global cooldown is applied when a Doomsday is used, this basically makes Cooldown Defuse obsolete if this is disabled
 * Default: true
 * Description: Whether Cooldown Defuse should be able to remove Cooldown from players
 * Default: true
 * Description: Disables that particular type of Doomsday from being used, if Combinations are disabled, then using a pair of combination Doomsdays does not stop their effects
 * Default: true
 * Description: Whether Doom Consumes may refill your Doom on use
 * Default: true
 * Description: Whether or not your Doom periodically recharges
 * Default: true
 * Description: Whether or not you recover Doom based on damage taken or done
 * Default: true
 * Description: Basically a blanket config that disables all Doomsdays if toggled off, you can still use Doom on weapon abilities if you do this
 * Default: true
 * Description: Basically a blanket config that disables all weapon abilities that use Doom, you can still use Doomsdays if you toggle this off, weapon abilities are completely disabled if this is toggled off
 * Default: 5
 * Cap: Min: 1, Max: 100
 * Description: Affects the chance of having a Doomsday backlash on you, each Doomsday type has it's own modifier to this value as well, difficulty increases it
 * Default: true
 * Description: Toggles whether a specific ability for a weapon is enabled, this could be used to remove something you feel might be a bit OP or to remove something that may be causing crashes
 * Default: Each has it's own default cost, they are generally between 3 and 35
 * Description: Toggles the cost of using a specific ability, keep in mind that if it is a projectile, the cost is taken once per "wave" of projectiles unless it is a single fire then it's done per projectile
 * Default: 5
 * Cap: Min:1, Max: Integer max value
 * Description: The chance of a chest having a Cooldown Defuse
 * Default: 30
 * Cap: Min: 1, Max: Integer max value
 * Description: The amount of Cooldown that is removed each time a Cooldown Defuse is used
 * Default: 5
 * Cap: Min: 1, Max: 100
 * Description: The chance of getting a Crucial Moment when using a Doomsday, Extended Doomsdays have a chance per iteration to apply a Crucial Moment
 * Default: 100
 * Cap: Min: 1, Max: Integer max value
 * Description: How much a Doom Consume increases your Max Doom on use
 * Default: 3
 * Cap: Min: 1, Max: Integer max value
 * Description: The chance of a Doom Consume generating in a chest
 * Default: 50
 * Cap: Min: 1, Max: Integer max value
 * Description: How much a Doom Consume refills your Doom when you use it, whether or not you increase your Max Doom is irrelevant to this
 * Default: 1
 * Cap: Min: 1, Max: Integer max value
 * Description: This number is used to divide into 100, therefore setting this to 100 would return 1, which means that your Doom would recover 100 per 1 tick, if you set this number to 10 then you would recover 10 per 10 ticks, anything higher than 100 means you would recover that amount per tick, this might get updated in the future to separate recharge amount from the rate
 * Default: true
 * Description: Toggle specific Doomsdays here if there's one you do not want for whatever reason
 * Default:Each has a default value for their Cooldown and Cost
 * Cap: Min:1, Max: Integer max value
 * Description: These toggle the default values for each particular Doomsday's Cooldown and Doom Cost, both of these values scale with difficulty, keep in mind also that Extended Doomsdays use these amount per iteration, not just to activate them
 * Default: 500
 * Cap: Min: 1, Max: Integer max value
 * Description: The Max Doom you can have after using enough Doom Consumes, this is the absolute overall amount of Doom you can possibly have
 * Default: 100
 * Cap: Min: 1, Max: Integer max value
 * Description: The Max Doom amount you start with, you increase this amount to get to the overall Max Doom via Doom Consumes
 * Default: true
 * Description: Shows you how much Doom and Cooldown you currently have, also changes text color to tell you that your currently equipped weapon's Doomsday can be used at that time

Enchantments
These are pretty self-explanatory, allow toggles whether that enchantment is allowed, ids are their value that they begin their range check at.

Master Configs
Currently only has one option, mobsOnly mode, in the future I'll add some presets like a hardcore mode (tougher mobs, less beneficial things active, etc.) and Lightweight mode (easier mobs & bosses, less negative things). These are basically presets, the special exception being mobsOnly mode since it removes huge amounts of code.

Miscellaneous
allowAnimatedGui allowChallengeScrolls allowFrozenLightningDestruction/allowMourningStarDestruction/allowNatureDrainDestruction/allowRavageDestruction/allowTitanDestruction allowGeneratorItems allowItemTimeAltering allowMobStatues allowRandomWeaponLore allowWeaponModels challengeScrollDropChance guiTextureSkins guiTransparency guiXPosition/guiYPosition mobStatueDropChance
 * Default: true
 * Description: Whether the elements of the Gui that are normally animated are allowed to be, this may help with framerate issues if you are having any or if you don't like the animations
 * Default: true
 * Description: Whether Challenge Scrolls are added into the mod, this is a single item and won't affect anything else.
 * Default: true
 * Description: Previously this defaulted to whatever you set mobGriefing to, but now it's configurable on it's own
 * Default:true
 * Description: Whether or not the Natural Generation items are allowed (i.e. Lightning Summoner, Spike Generator, etc.), these are meant for Creative mode use only
 * Default: true
 * Description: Toggle whether certain items and blocks have the ability to modify the time of day, this is mostly for servers where multiple people may try to use these
 * Default: true
 * Description: Another pretty self-explanatory option, whether or not Mob Statues are allowed and whether they drop from Mobs/Bosses
 * Default: true
 * Description: Affects whether weapons and armor come with pregenerated Enchantments and Lore, if you prefer no to have presets on them, then you can disable this and they'll work like normal items
 * Default: true
 * Description: If you don't think the larger weapon models suits them, you can disable them, keep in mind this is a client-side only option and other people will see them if they have them enabled in a multiplayer environment
 * Default: 5
 * Caps: Min: 1, Max: 100
 * Description: The chance that a Challenge Scroll will drop off of a recently killed mob, keep in mind that they will only drop off of entities classified as hostile mobs
 * Default: 0
 * Caps: None, but there are only 4 textures to choose from currently
 * Description: Allows you to swap the texture skins that the various guis are using, in the case that the default one doesn't suit your fancy
 * Default: 100
 * Caps: Min: 1, Max: 100
 * Description: Allows you to make the Gui semi-transparent
 * Default: 1
 * Caps: None enforced but must be within your screen's resolution bounds in order to have them shown on the screen
 * Description: The starting position of the top left corner of the Gui, the Amulet Status Gui will always be under the Doom Gui (unless it's disabled)
 * Default: 100
 * Caps: Min: 1, Max: 100
 * Description: The chance for a Mob that has a Statue to drop it

Mobs
There is a huge amount of configurability with Mobs now, you can actually set each mob's stats in this order: Max Health, Movement Speed, Attack Damage, Follow Range, Knockback Resistance and finally Armor amount. These are not capped at all except by Vanilla standards so do what you will if you decide to modify these. Snow Golem allowance determines if it's spawn should be added to colder Vanilla biomes, it doesn't remove it from the game.

allowBosses

allowCorruptionDamage

allowExtraBossLoot

allowMiniBosses

allowMobHealthScaling

allowMobTransformation

allowMobVanillaDimensionSpawns

allowNormalMobs

allowOverworldBossSpawns

allowVictoryBuffs

bossDamageCap

mobTransformationChance

overallMobCommonDropChance

overallMobRareDropChance