Infertile Deserts set to false does not seem to work?
gerardvanschip opened this issue ยท 3 comments
I have several users in Savanne biomes with farms and they get the random tumbleweed in their farms even though I have infertile deserts set to false.
####################################################################################################
# ExtraHardMode Config #
# #
# 1. The config cleans itself, so if something resets you probably did something wrong #
# 2. Generally if you can specify a block you can add meta after an @ #
# F.e: STEP@3 = cobblestone slab. STEP@3,11 matches normal&upside cobble slabs #
# If you specify meta it will only match cobble slabs and not the other slabs. #
# If you don't specify meta it matches all slabs. #
# You can use numerical block ids as well, they will be converted to bukkit names #
# 3. If your empty lists reset, put [] instead #
# 4. This config changes regularly, so you might want to revisit it after an update. #
# 5. Lots of the configuration is user requested so if you need something just ask #
# 6. Remember to use /ehm reload after you changed the config instead of /reload #
# #
# Happy Configuring! #
####################################################################################################
ExtraHardMode:
Config Type: MAIN
# If the big text on top of the config should be printed
Print Config Header: true
# If comments like this should be printed
Print Comments: true
# Set the worlds you want ehm active here. F.e. [world, world_nether]. "@all" enables ehm for all worlds
Enabled Worlds:
- Proteus
Bypassing:
# Disabling this disables all checks for bypass permissions.
Check For Permission: true
# Disable ehm for creative mode players. Useful for building.
Creative Mode Bypasses: true
# If activated ops automatically bypass. Disable if you want your ops to be able to play with ehm.
Operators Bypass: false
World Rules:
Mining:
# Hardened blocks require certain tools to be broken and will wear those tools down quicker
# This is to encourage caving, by making branch mining unprofitable
Inhibit Tunneling:
# If hardened blocks can only be broken by specific tools
Enable: false
# These blocks will be treated as hardened
Hardened Blocks:
- STONE
# Block players from placing ore next to stone to soften the stone when mining the ore.
Block Placing Ore Next To Stone Exploit: true
# Block sneaky players from trying to tunnel using pistons. This will block movement of stone and ore blocks with pistons.
Block Moving Of Stone Blocks With Piston Exploit: false
# List of tools that can mine stone. If a tool isn't in the list it can't mine stone.
# F.e. DIAMOND_PICKAXE@100 = Mine 100 stone blocks -> pick broken
Amount of Stone Tool Can Mine (Tool@Blocks):
- IRON_PICKAXE@32
- DIAMOND_PICKAXE@64
Breaking Blocks Softens Surrounding Stone:
# Cave-ins are a persistent threat. Mining ore softens the stone around it, which can then fall and injure the careless player.
# Dirt and grass, which is often compacted into a solid mass in cavern ceilings and floors, will also come crashing down when disturbed.
Enable: false
# If the softened stone blocks should fall. They do not have to be in additional falling blocks section for this.
Apply Physics To Weakened Stone: false
# Ore blocks that will soften surrounding stone blocks.
Blocks (Block@id,id2):
- COAL_ORE
- EMERALD_ORE
- LAPIS_ORE
- DIAMOND_ORE
- REDSTONE_ORE
- GLOWING_REDSTONE_ORE
- GOLD_ORE
- IRON_ORE
# Here you can specify custom stone blocks or change what stone softens into.
Stone Blocks (Stone@data-Cobble@data):
- STONE-COBBLESTONE
Torches:
# No placement of torches below Defined Value. Makes for scarier caves on the lower levels. Y: 0 to disable
No Placement Under Y: 10
# Soft materials include sand and dirt. Idea is that players don't litter the landscape with torches.
No Placement On Soft Materials: false
# When it rains there is a chance that torches will be removed in a chunk.
# Any kind of block above the torch is enough to protect the torch
Rain Breaks Torches: false
Play Sounds:
# A lava fizz when a torch's placement has been blocked.
Torch Fizzing: true
# A Ghast shriek when a creeper drops tnt.
Creeper Tnt Warning: true
# Tunneling in the nether will randomly set a fire. Players have to be careful
# to not set themselves on fire.
Breaking Netherrack Starts Fire Percent: 5
# Blocks jumping and placing a block directly beneath you and branching out with no blocks to support
Limited Block Placement: false
# The trunk and branches of a tree will fall and potentially injure you.
# It makes it easier to chop trees, but you have to watch out a little for the falling logs.
# Also by making logs of branches fall down most treetops should decay naturally.
Better Tree Felling: true
Player:
# Apply effects and damage multipliers to players
# Bukkit effect names: http://jd.bukkit.org/rb/apidocs/org/bukkit/potion/PotionEffectType.html
# or effect ids: http://minecraft.gamepedia.com/Status_effects
Enhanced Environmental Injuries:
Enable: true
Fall:
Dmg Multiplier: 1.1
Potion Type: SLOW
Duration (ticks): 80
Amplifier: 2
Explosion:
Dmg Multiplier: 0.0
Potion Type: CONFUSION
Duration (ticks): 300
Amplifier: 3
Suffocation:
Dmg Multiplier: 0.0
Potion Type: NONE
Duration (ticks): 0
Amplifier: 0
Lava:
Dmg Multiplier: 0.0
Potion Type: NONE
Duration (ticks): 0
Amplifier: 0
Burning:
Dmg Multiplier: 0.0
Potion Type: BLINDNESS
Duration (ticks): 20
Amplifier: 1
Starvation:
Dmg Multiplier: 0.0
Potion Type: NONE
Duration (ticks): 0
Amplifier: 0
Drowning:
Dmg Multiplier: 0.0
Potion Type: NONE
Duration (ticks): 0
Amplifier: 0
# Set the player on fire when he tries to extinguish fire with his bare hand.
Extinguishing Fires Ignites Player: true
# On death, a small portion of the player's inventory disappears forever,
# discouraging players from killing themselves to restore health and hunger.
# After respawn, the player won't have a full health and food bar.
Death:
Loose Items On Death:
Enable: false
# Percentage of all of the players items that will get lost on death.
Percentage: 0
# Damage some tools from the list instead of completely removing them.
# Encourages players to use more valuable tools as they won't completely loose them on death.
Damage Tools By Percentage: 0
# If an already heavily damaged tool should be kept or completely destroyed.
Keep Heavily Damaged Tools: true
# Tool settings apply only to these tools
Tools:
- DIAMOND_SWORD
- DIAMOND_SPADE
- DIAMOND_PICKAXE
- DIAMOND_AXE
# These items will never be removed on death.
Blacklisted Items: []
Override Respawn Health:
Enable: false
# Percentage of total health that the player will spawn with. Works with custom max health.
Percentage: 75
# How many food hunches a player will spawn with
Respawn Foodlevel: 15
# Adds a weight system to your inventory. If your inventory exceeds the weight you will be pulled down
# and eventually drown. This is to encourage players to use boats and make swimming up waterfalls harder.
No Swimming When Too Heavy:
Enable: true
# Set to false if you want to exempt players from drowning when swimming up 1x1 water streams.
Block Elevators/Waterfalls: false
# The maximum inventory weight you can have before starting to drown.
Max Points: 22.0
# One piece of worn armor would add 2.0 weight. So full set of armor adds 8.0
One Piece Of Worn Armor Adds: 2.0
# A stack of any item adds 1.0, half a stack add 0.5 so it calculates fractions
One Stack Adds: 1.0
# A tool is any item that doesn't stack, swords, axes, not worn armor, shears etc
One Tool Adds: 0.5
# Basically an esoteric percentage of how fast you drown. 35 actually doesnt really make you drown. 50 would make you drown
Drown Rate: 25
# If your inventory weight exceeds the max weight every weightpoint will add 2 to the drownrate.
# Weight = 25 => (base) + (exceeding) * (modifier) = 35 + 7 * 2 = 49 (new drown rate)
Overencumbrance Adds To Drown Rate: 2
Armor Changes:
# Enables slowdown of players wearing armor.
Enable: true
# Player speed with no armor. Minecraft default is 0.2.
# Slightly increased to 0.22 to give players with no armor an advantage.
Basespeed: 0.28
# How much percent players wearing a full diamond armor will be slowed down.
# This is the maximum slow down, the amount of armor points determines how much a player will be slowed down.
Slowdown Percentage: 40
General Monster Rules:
# This is an advanced anti monster grinder module. It will block drops if the monster
# spawned on an unnatural block, took too much damage from natural causes (falldmg etc.)
# cant reach a player or can not easily reach a player f.e. monster is in water.
Inhibit Monster Grinders: true
More Monsters:
Max Y: 55
# A simple multiplier to increase spawns under ground by increasing the packspawning size.
Multiplier: 2
Monsters Spawn In Light:
Max Y: 50
# 0-3: bats spawning, 0-7 normal mob spawning, 8-11 mobs are hostile but don't burn, 12+ mobs burn
Max Light: 10
# Spawns monsters at locations where player has been previously.
Percentage: 70
Horses:
Block Usage Of Chest Below: 55
# Instead of speeding Zombies up, a Zombie will slow a player down for a few seconds when the player is hit by a zombie.
# Zombies may resurrect when slain. They will respawn after a few seconds and might ambush a player.
Zombies:
Slow Players:
Enable: true
# Effect to apply to the player when he is hit.
Effect:
Potion Type: SLOW
Duration (ticks): 100
Amplifier: 1
Stack Effect:
# If the effect strength should be increased when a player is hit in succession
Enable: true
# Maximum strength of the effect that can be achieved.
Max Strength: 3
Reanimate:
# If zombie heads should be placed at the location where a zombie will resurrect
# Breaking the head will result in the zombie not resurrecting.
Place Skulls: false
# What percentage of the placed skulls should drop as an item, when broken before the zombie respawns.
Placed Skulls Drop Percentage: 0
# Percentage for the 1st respawn to occur. To reduce the amount of consecutive respawns the percentage reduced by 1/n respawns.
# F.e 1: 50%, 2: 1/2 of 50% = 25%, 3: 1/3 of 25% = 7.5% and so on
Percent: 50
Skeletons:
Shoot Snowballs:
Enable: true
Percent: 10
Blind Player (ticks): 100
Shoot Fireworks:
Enable: true
Percent: 10
Knockback Player Velocity: 1.0
Shoot Fireballs:
Enable: true
Percentage: 10
Player Fireticks: 40
Shoot Silverfish:
Enable: false
Percent: 20
Kill Silverfish After Skeleton Died: true
Limit To X Spawned At A Time: 5
Limit To X Spawned In Total: 15
Deflect Arrows Percent: 100
Spawn in End Percent: 10
Silverfish:
Cant enter blocks: true
Drop Cobble: true
Show Particles To Make Better Visible: true
Spiders:
Bonus Underground Spawn Percent: 20
Drop Web On Death: true
Creepers:
Charged Creeper Spawn Percent: 5
Drop Tnt On Death:
Percent: 0
Max Y: 0
Charged Creepers Explode On Damage: true
Fire Triggers Explosion:
Enable: true
Firework Count: 3
Launch In Air Speed: 0.5
Blazes:
Near Bedrock Spawn Percent: 50
Block Drops In Overworld: true
Bonus Nether Spawn Percent: 20
Drop Fire On Damage: true
Bonus Loot: true
Nether Split On Death Percent: 25
MagmaCubes:
Spawn With Nether Blaze Percent: 100
Grow Into Blazes On Damage: true
PigZombies:
Always Angry: false
# This simple multiplier allows you to reduce the damage of PigZombies. They are a bit too tough otherwise.
Dmg to players percent: 50
# Add netherwart to the drops of pigzombies.
Always Drop Netherwart In Fortresses: true
Percent Chance to Drop Netherwart Elsewhere In Nether: 25
Spawn on Lighting Strikes:
Enable: true
Ghasts:
# Reduce the damage arrows do to Ghasts to make fights with Ghasts more challenging.
Arrows Do % Damage: 20
Exp Multiplier: 10
Drops Multiplier: 5
Endermen:
# No more easy killing by standing under a 3 high roof! An enderman may teleport a Player. Makes fights with enderman challenging and dangerous.
May Teleport Players: true
Witches:
# Includes spawning of baby zombies, explosions and teleporting
Additional Attacks: true
Bonus Spawn Percent: 5
KillerBunny:
Bonus Spawn Percent: 1
Vindicator:
Bonus Spawn Percent: 20
CaveSpider:
Bonus Spawn Percent: 5
Guardians:
Bonus Spawn Percent: 20
Vex:
Bonus Spawn Percent: 5
EnderDragon:
Respawns: true
Drops Dragonegg: true
Drops 2 Villager Eggs: true
# Dragon summons minions including blazes and zombies. Can also aggro nearby endermen!
Harder Battle: true
# More diverse mobs are summoned (blazes, zombies, and skeletons). Harder Battle must be set to true, or this option has no effect.
Alternative Minions: false
# Announces in chat when someone is challenging the dragon or has beaten her.
Battle Announcements: true
# Block building in the end to prevent players from building big protective structures.
No Building Allowed: true
# Sets the health of the Ender Dragon
Health: 800
Farming:
Weak Crops:
Enable: true
Loss Rate: 25
Infertile Deserts: false
Snow Breaks Crops: true
Cant Craft Melonseeds: false
No Bonemeal On Mushrooms: true
No Farming Nether Wart: false
Sheep Grow Only White Wool: false
Squid Only Spawn In Ocean: true
Buckets Dont Move Water Sources: false
Animal Experience Nerf: true
Iron Golem Nerf: true
Animal Overcrowding Control:
Enable: true
# Maximum amount of animals allowed in a small area before they start dying
Threshold: 10
Additional Falling Blocks:
Enable: false
Break Torches: true
# Whether a falling block that is broken by an obstructing block should drop as an item
Drop As Items: false
# When a falling block lands it checks if the blocks around it should fall as well. Can cascade downwards infinitely.
Landed Blocks Can Cause Blocks To Fall: true
# Should a falling block damage players when it lands on them.
Dmg Amount When Hitting Players: 2
Turn Mycel/Grass To Dirt: false
Enabled Blocks:
- MOSSY_COBBLESTONE
- GRASS
- DIRT
- COBBLESTONE
- DOUBLE_STEP@3
- STEP@3,11
- MYCEL
Explosions:
# When enabled explosions will turn surrounding stone into cobblestone
Turn Stone To Cobble: true
Physics:
# Makes explosions uber cool by throwing blocks up into the air
Enable: true
Enable For Plugin Created Explosions: false
# How many of the blocks that would have been destroyed should go flying instead
Blocks Affected Percentage: 20
# Following 2 variables basically determine the angle and speed in what the blocks go flying
Up Velocity: 2.0
Spread Velocity: 3.0
# Blocks exceeding this radius will no be placed in the world to avoid explosions uglying the landscape.
# Set to 0 if you want blocks to not be placed at all
Exceed Radius Autoremove: 10
# Determines where your surface is located. You can have seperate settings for the surface and caves.
Border Y: 55
Creeper:
Enable Custom Explosion: false
Below Border:
# 3 = default creeper, 4 = default tnt, 6 = default charged creeper
Explosion Power: 3
Set Fire: false
World Damage: true
Above Border:
Explosion Power: 3
Set Fire: false
# Disabling worlddamage allows you to have explosions that damage players above ground, but doesn't make a mess.
World Damage: true
Charged Creeper:
Enable Custom Explosion: true
Below Border:
Explosion Power: 4
Set Fire: false
World Damage: true
Above Border:
Explosion Power: 4
Set Fire: false
World Damage: true
Tnt:
Enable Custom Explosion: false
# Creates 3 explosions at random locations close to the original tnt
# Makes for more natural looking craters.
Enable Multiple Explosions: true
# Change recipe to yield 3 tnt instead of 1
Tnt Per Recipe: 3
Below Border:
Explosion Power: 5
Set Fire: false
World Damage: true
Above Border:
Explosion Power: 3
Set Fire: false
World Damage: true
Blazes Explode On Death:
Enable: true
Below Border:
Explosion Power: 4
Set Fire: true
World Damage: true
Above Border:
Explosion Power: 4
Set Fire: true
World Damage: true
Ghasts:
Enable Custom Explosion: true
Below Border:
Explosion Power: 2
Set Fire: true
World Damage: true
Above Border:
Explosion Power: 2
Set Fire: true
World Damage: true
So as confirmed by a user on spigot (unless this is you?) the dry bush appearing in farms is not because of the infertile deserts
node, but rather the weak crops.loss rate
node. https://www.spigotmc.org/threads/extra-hard-mode.129354/page-18#post-2999092