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{
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"settings": {
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//Use twin stick (ie. camera-relative) controls when in "Badger Fixed" camera mode
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//(also forces the player's head to stay locked to their body facing direction in that camera mode)
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"twin_stick": true,
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//Use the "new LT/RT" control scheme (for both gamepad and mouse), where to use an item you
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//first hold LT (or RMB), and then press RT (or LMB) to actually use the item
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"new_trigger_controls": true,
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//Players will spawn a certain distance from each other in blocks
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//If you set 100 blocks, then players will spawn 50 blocks from the center of the island.
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//Blocks not to be confused with chunks (chunks are 16 blocks).
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//TODO: Not yet implemented
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"player_separation_blocks": 0,
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//When this is true, the player will auto-jump in any direction (left, right, backward),
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//not just forward (this is recommended / necessary when "twin_stick" is enabled).
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"omnidirectional_auto_jump": true,
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// Controller deadzone for the controller R stick
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"deadzone": 0.05,
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// When using a Badger camera, how far away a sound can play from the audio listener before it's cut off (originally hard coded to 16)
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"audio_listen_distance": 24,
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// Enable friendly fire when attacking friendly structures
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"enable_friendlyfire": false,
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// Use volume based collision detection for attacks
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"use_attack_volume": true,
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// The angle Steve aims when attacking using a hand equipped item (0 is straight ahead, positive values pitching down)
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"attack_aiming_angle": 40.0,
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// [IF use_attack_volume IS TRUE] The dimensions (approximately in blocks) for the sword attack
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"attack_volume_sword_dims": [ 3.0, 3.0, 2.0 ],
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// [IF use_attack_volume IS TRUE] The offset (approximately in blocks) relative to forward facing center for the sword attack
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"attack_volume_sword_offset": [ 0.0, -3.0, 0.0 ],
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// [IF use_attack_volume IS TRUE] Whether to prioritize attacking mobs or attacking buildings
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"attack_volume_prioritize_mobs": true,
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// Should the character attack enemy / wild mobs automatically
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"auto_attack_enabled": true,
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// [IF auto attack IS TRUE] the rate of fire (in seconds) the player will attack
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"auto_attack_rof": 0.5,
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// Is auto attacking enabled on the bow
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"auto_fire_enabled": true,
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// [IF auto_fire_enabled IS TRUE] the rate of fire (approx in seconds) the player will fire the bow
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"auto_fire_rof": 1.25,
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// [IF auto_fire_enabled IS TRUE] the distance enemy mobs have to be before the player will auto fire the bow at them
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"auto_fire_range": 16.0,
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"mob_jump_multiplier": 1.3,
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"hero_banner_range": 50,
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"hero_banner_speed_multiplier": 1.5,
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// The amount of time a structure fire will burn (in seconds).
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"structure_fire_burn_time": 5.0,
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// The amount of damage a structure fire will affect the structure's health (in seconds per block on fire).
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"structure_fire_damage_amount": 1.0,
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// The distance the selector can travel when the current camera has "follow_structure_placement" to true
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"max_structure_placement_range": 8.0,
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// The sensitivity for when the structure placement selector is active and is associated to WASD / L-stick
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"place_cursor_sensitivity_via_move": 0.5,
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// The sensitivity for when the structure placement selector is active and is associated to Mouse Move / R-stick
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"place_cursor_sensitivity_via_aim": 0.35,
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// How much slowdown is applied to movement when the structure placement selector is active
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"structure_placement_slowdown": 0.25,
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// The max rotation rate while on a horse (in degrees)
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"mounted_rotation_rate": 270.0,
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// The delay time before health regen will start after a structure takes damage.
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"regen_damage_delay": 2.5,
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// The duration in ticks that is needed to reach max jump on the horse.
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"horse_jump_max_ticks": 3,
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// The sensitivity of aiming the trebuchet with the gamepad. A larger number makes the target "move faster".
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"trebuchet_gamepad_aim_sensitivity": 0.015,
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// The sensitivity of aiming the trebuchet with the mouse. A larger number makes the target "move faster".
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"trebuchet_mouse_aim_sensitivity": 1.5,
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// The sensitivity of aiming structures with the gamepad. A larger number makes the target "move faster".
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"building_gamepad_aim_sensitivity": 0.03,
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// Force the "Play Badger" button to generate a flat world instead
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"flat_world": false,
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// Set a multiplier on the structure build speed.
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"build_speed": 1
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},
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//Island-generation parameters.
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"island_generation": {
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//Force island generation which will override world generation type when creating server.
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//You can use this to convert a saved normal world into an island world and even configure the distance.
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//Be aware that chunks that have been interacted with will not be overridden and can make your world
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//look crazy. If this is false, none of the other values in this section will take effect.
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"forced": false,
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/*Force a specific biome for the island landmass. Here is the current list (names are case-sensitive):
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"Plains", "Desert", "Extreme Hills", "Forest" "Taiga", "Swampland" "River",
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"Hell" "The End", "FrozenOcean" "FrozenRiver", "Ice Plains" "Ice Mountains",
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"MushroomIsland" "MushroomIslandShore", "Beach" "DesertHills", "ForestHills" "TaigaHills",
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"Extreme Hills Edge" "Jungle", "JungleHills" "JungleEdge", "Deep Ocean" "Stone Beach",
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"Cold Beach" "Birch Forest", "Birch Forest Hills" "Roofed Forest", "Cold Taiga" "Cold Taiga Hills",
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"Mega Taiga" "Mega Taiga Hills", "Extreme Hills+" "Savanna", "Savanna Plateau" "Mesa",
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"Mesa Plateau F" "Mesa Plateau"
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Leave it blank or give it an invalid name to not force a biome. */
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//TODO: Not yet implemented (I tried, but WorldGen is overriding me somewhere).
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"biome_name": "Desert",
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//Defines the size of the island's radius in chunks.
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"chunk_radius": 6
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},
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//Each player is awarded list of items at game start with specified quantity
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"player_settings": {
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"starting_items": [
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{ "diamond_sword": {} },
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{
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"arrow": {
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"quantity": 64
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}
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},
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{
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"splash_potion": {
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// (see Potion.h for auxvalue mappings)
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"auxvalue": [ 16, 30, 33, 17, 34, 27, 7, 22, 24, 11 ],
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"quantity": 5
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}
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},
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{
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"tnt": {
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"quantity": 0
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}
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},
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{
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"leather_helmet": {
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"slot": "slot.armor.head"
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}
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},
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{
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"leather_chestplate": {
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"slot": "slot.armor.chest"
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}
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},
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{
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"leather_leggings": {
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"slot": "slot.armor.legs"
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}
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},
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{
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"leather_boots": {
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"slot": "slot.armor.feet"
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}
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},
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{ "badger_shovel_a": {} },
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{ "badger_shovel_b": {} },
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{ "badger_shovel_c": {} },
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{ "badger_shovel_d": {} },
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{ "badger_shovel_e": {} },
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{ "badger_crowbar": {} },
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{
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"flint_and_steel": {
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"quantity": 1
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}
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},
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{
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"torch": {
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"quantity": 50
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}
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}
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],
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// Supported mounts:
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// horse
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// skeleton_horse
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// donkey
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// llama
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// mule
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// pig
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"starting_mount": "horse"
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},
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"debug": {
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"entity_behavior_debug": false,
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"show_attack_volume": false
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},
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"render_settings": {
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"influence_search_radius": 35,
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"trail_death_ticks": 16,
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"trail_intensity": 0.75,
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"progress_bars": [
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// ordering here matches the enum BadgerOverlayPacket::Type
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{
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// capture bar
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"range": 50.0,
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"offset": [ 0, -9 ],
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"size": [ 40, 3 ]
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},
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{
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// health bar
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"range": 50.0,
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"offset": [ 0, -12 ],
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"size": [ 50, 3 ]
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}
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],
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"lines": [
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// matches BadgerRenderSettings::LineWidth enum
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{ "width": 1.0 }, // default
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{ "width": 5.0 }, // selection outline
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{ "width": 5.0 } // direction arrow
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],
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"teams": [
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{
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"red": {
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"id": 1,
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"tint": [ 0.7, 0.2, 0.2, 1.0 ]
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}
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},
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{
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"blue": {
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"id": 2,
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"tint": [ 0.2, 0.2, 0.7, 1.0 ]
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}
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},
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{
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"wild": {
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"id": 0,
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"tint": [ 0.0, 0.0, 0.0, 0.0 ]
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}
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}
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]
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}
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}
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