Configuration
We will not look at all the ways to modify the GrimPack to your liking. There are many ways to get to the config. One is in game go to mods, find GrimPack, and click on config. The other is it will be in your instance folder, in the config folder will be another folder labeled grimpack.
Parts
One major way that you can affect how you play with GrimPack is by
enabling/disabling
parts that are included. As you may know GrimPack is divided into parts, each part having its own theme. Using the core config file you can disable a complete part.
Another way to affect a large portion of GrimPack is to disable subparts these subparts can be found in each parts config file and pertain to a group of common item / blocks / entities / etc. When you disable it everything that pertains to that subpart will be disbaled as well.
These require a full Minecraft restart to take effect
parts {
B:"Enable cuisine part"=true
B:"Enable decor part"=true
B:"Enable industry part"=true
B:"Enable tools part"=true
B:"Enable util part"=true
B:"Enable world part"=true
}
subparts {
B:"Enable aluminum subpart"=true
B:"Enable coal subpart"=true
B:"Enable graphite subpart"=true
B:"Enable iron subpart"=true
B:"Enable rubber subpart"=true
B:"Enable steel subpart"=true
}
Another way to affect a large portion of GrimPack is to disable subparts these subparts can be found in each parts config file and pertain to a group of common item / blocks / entities / etc. When you disable it everything that pertains to that subpart will be disbaled as well.
These require a full Minecraft restart to take effect
Lists
When looking through the configuration files you may come across a property that looks like this.
This corresponds to a list of item or blocks depending on the context. You can use basic registry names so minecraft:dirt or grimpack:repulsor. But you can also do some special things.
You can add meta by adding an extra colon and appending the meta or a ? for any meta.
Example: 'dye:4', 'minecraft:dye:?', 'modname:item:meta'
These lists also support the OreDictionary using similar tags following the basic pattern oredict:orename. The oredict tag also supports meta just like the previous by appending a number or '?'
Example: 'oredict:dye:2' (So all dyes will meta 2) or 'oredict:dye:?' (So all dyes with any meta)
S:"Blocks allowed when restrict powerstaff is active" <
dirt
grass
cobblestone
stone
>
This corresponds to a list of item or blocks depending on the context. You can use basic registry names so minecraft:dirt or grimpack:repulsor. But you can also do some special things.
You can add meta by adding an extra colon and appending the meta or a ? for any meta.
Example: 'dye:4', 'minecraft:dye:?', 'modname:item:meta'
These lists also support the OreDictionary using similar tags following the basic pattern oredict:orename. The oredict tag also supports meta just like the previous by appending a number or '?'
Example: 'oredict:dye:2' (So all dyes will meta 2) or 'oredict:dye:?' (So all dyes with any meta)
Tools
All tool materials added by GrimPack allow for configuration of everything. You can only configure this by finding your config folder, inside the grimpack folder, is a materials folder, and then any thing that ends in tool_material.
As you can see all values for each tool material may be modified.
{
"harvestLevel": 4,
"maxUses": 5122,
"efficiency": 15.0,
"damage": 5.0,
"enchantability": 20
}
As you can see all values for each tool material may be modified.
- harvestLevel for tools, refers to what blocks it can break (a higher level is higher tier blocks).
- maxUses refers to how many uses it has before it breaks.
- efficiency for tools, refers to how quickly the material can break blocks.
- damage refers to damage to entities.
- enchantability refers to how enchantible the material is. The higher the number the better enchantments are likely to appear.
Armor
All armor materials added by GrimPack allow for configuration. You can only configure this by finding your config folder, inside the grimpack folder, is a materials folder, and then any thing that ends in armor_material.
All values for armor material can be modified.
{
"durability": 35,
"reductionAmounts": [
4,
8,
10,
4
],
"enchantability": 20,
"toughness": 2.5
}
All values for armor material can be modified.
-
durability
refers to how long the armor will last. This value is multiplied differently for each piece.
- durability * 11 for the helmet
- durability * 16 for the chestplate
- durability * 15 for the leggings
- durability * 13 for the boots
- reductionAmounts refers to the number of armor points the player gets for wearing each piece of armor. Follows the same pattern of first helmet, then chestplate, leggings, and finally boots.
- enchantibility refers to how enchantible the material is. The higher the number the better enchantments are likely to appear.
Other
Other ways to configure GrimPack are modifying any other values. Most follow a specific type and will tell you what it expects.
Other ways you are able to modify GrimPack are by creating a ResourcePack.
B:"Generate Element 115"=true
D:"Grenade Launcher Explosion Strength"=4.0
I:"Multitool durability multiplier"=3
- B: Expects a boolean (true or false)
- I: Expects an integer, so no decimal in the range of '-2147483647' - '2147483647'
- D: Expects a double, so can contain a decimal in the range of '-1.7976931348623157E308' - '1.7976931348623157E308'
- S: Expects a string
Other ways you are able to modify GrimPack are by creating a ResourcePack.