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2026-03-08 15:34:38 -05:00

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