#The version of the config. DO NOT CHANGE IT :D | default= 5 | type= Integer
version:5

#Expressed in blocks, represents the min distance (as in a radius) from the origin of the meteor (like a player) in which the meteor wont' spawn in. (Remember that it has an angled trajectory so it could end up in that area regardless) | default= 2 | type= Integer
min_meteor_spawn_distance:2
#Expressed in blocks, represents the max distance (as in a radius) from the origin of the meteor (like a player) in which a meteor can spawn in. (Remember that it has an angled trajectory so it could end up in that area regardless) | default= 25 | type= Integer
max_meteor_spawn_distance:25
#The world height (y level) at which meteors spawn in | default= 300 | type= Integer
meteor_spawn_height:300
#Expressed as '1 in <x>' chances of spawning a meteor. For example, by default it has a chance of 1 in 20000 | default= 20000 | type= Integer
meteor_spawn_chance:20000
#Should the spawn rate be different during the night? | default= false | type= Boolean
modify_spawn_chance_at_night:false
#Should huge meteors be able to spawn? They are meteors bigger than the maximum size of the big ones | default= true | type= Boolean
spawn_huge_meteors:true
#The chance for a spawned meteor to be of huge size. Expressed as in 1 in x chances. (on top of the 'normal' spawning chance) | default= 100 | type= Integer
huge_meteor_chance:100
#The size limit of how big a huge meteor can be | default= 35 | type= Integer
huge_meteor_size_limit:35
#Should the spawn rate be different during the night? | default= false | type= Boolean
modify_spawn_chance_at_night:false
#The chance for a meteor to spawn at night if enabled. Expressed as in 1 in x chances. | default= 10000 | type= Integer
meteor_night_spawn_chance:10000
#The smallest size a natural meteor can have when spawned in. Cannot go below 1 | default= 1 | type= Integer
natural_meteor_min_size:1
#The biggest size a natural meteor can have when spawned in. Cannot go above 50. | default= 10 | type= Integer
natural_meteor_max_size:10
#A factor to ADD to the explosion power (by default, the power is equal to the meteor size), thus increasing the damage and radius of the explosion. Also supports negative numbers | default= 0 | type= Integer
explosion_power_modifier:0
#A factor to ADD to the speed at which the meteor falls downwards. It is added to a randomly generated number between 1 and 0. Also supports negative numbers | default= 0 | type= Integer
downwards_speed_modifier:0

#This option has no effect as of version 0.4.0. Please use the 'ohmymeteors:meteor_bypasses' tag instead. | default= true | type= Boolean
should_bypass_leaves:true
#This option has no effect as of version 0.4.0. Please use the 'ohmymeteors:meteor_bypasses_and_destroy' tag instead | default= true | type= Boolean
should_destroy_leaves:true
#Should meteors be (more or less) directed towards the nearest player? | default= false | type= Boolean
homing_meteors:false
#Should players get a message in chat/hotbar when a meteor spawns? | default= false | type= Boolean
announce_meteor_spawn:false
#Should players get a message in chat/hotbar when a meteor is destroyed? | default= false | type= Boolean
announce_meteor_destroyed:false
#Should the above announcement be displayed above the hotbar in the actionbar or in chat? | default= true | type= Boolean
actionbar_announcements:true
#If announcements are enabled, should they also display the (approximate) coordinates of the meteor being spawned/destroyed? | default= true | type= Boolean
announce_location:true
#Should the explosion sound of the meteor be heard by all players online? | default= false | type= Boolean
global_explosion_sound:false
#Should the explosion sound of the meteor be heard by all players around a certain area from the impact point? | default= false | type= Boolean
area_explosion_sound:false
#The radius in blocks of the area in which the sound of the meteor will be heard if the option above is true | default= 500 | type= Integer
area_explosion_sound_radius:500

#Should there be a cooldown between a meteor spawning one meteor and then another? | default= true | type= Boolean
should_cooldown_between_meteors:true
#The minimum time interval (in seconds) between spawning a meteor and then another | default= 20 | type= Integer
min_meteor_cooldown_time:20
#Should meteors be able to destroy blocks on impact? | default= true | type= Boolean
meteor_griefing:true
#Should the meteors that come out of a bigger meteor when it's broken be able to destroy blocks on impact? | default= true | type= Boolean
scatter_meteor_griefing:true
#Should meteors spawn the meteor structure after impact? | default= true | type= Boolean
meteor_structure:true
#Should the meteors that come out of a bigger meteor when it's broken be able to destroy spawn structures on impact? | default= true | type= Boolean
scatter_meteor_structure:true
#Should the meteor structure only replace air blocks? | default= false | type= Boolean
only_replace_air:false
#Should the meteors that come out of a bigger meteor when it's broken only replace air blocks for their structure? | default= true | type= Boolean
scatter_only_replace_air:true

#The radius in blocks of the xz area covered by the Basic laser block, where meteors will be blown up | default= 32 | type= Integer
basic_laser_area_radius:32
#How many blocks up from the position of the basic laser should meteors be checked for? (note that the detection box is only 2 blocks thick, not the whole way) | default= 64 | type= Integer
basic_laser_height:64
#The radius in blocks of the xz area covered by the advanced laser block, where meteors will be blown up | default= 48 | type= Integer
advanced_laser_area_radius:48
#How many blocks up from the position of the advanced laser should meteors be checked for? (note that the detection box is only 2 blocks thick, not the whole way) | default= 64 | type= Integer
advanced_laser_height:64
#Should the laser be in a cooldown where it can't fire, after it has just fired? | default= true | type= Boolean
should_basic_laser_cooldown:true
#How many seconds should this cooldown last? | default= 3 | type= Integer
basic_laser_cooldown:3
#Should the laser be in a cooldown where it can't fire, after it has just fired? | default= true | type= Boolean
should_advanced_laser_cooldown:true
#How many seconds should this cooldown last? | default= 1 | type= Integer
advanced_laser_cooldown:1

#The maximum size of meteor that can be considered small, and will spawn a small meteor structure upon impact | default= 4 | type= Integer
max_small_meteor_size:4
#The maximum size of meteor that can be considered medium, and will spawn a medium meteor structure upon impact | default= 7 | type= Integer
max_medium_meteor_size:7
#The maximum size of meteor that can be considered big, and will spawn a big meteor structure upon impact. Only these can spawn a meteor cat by default. | default= 20 | type= Integer
max_big_meteor_size:20
#The chance of spawning a special meteor structure in a certain size category (for example the meteor cat meteor) (works like the other chances, aka 1 in x probability) | default= 10 | type= Integer
special_meteors_chance:10

#Should meteor and laser particles be forced? They will be rendered further away and look better, but if there are too many of them you may want to disable this for lag reasons. Note: some particles will never displays as forced, like the lasers target box | default= true | type= Boolean
use_forced_particles:true

#A list of the IDs of the dimensions in which meteors can naturally spawn in, vanilla or not. | default= [minecraft:overworld, minecraft:the_end] | type= List12
spawn_dimensions:[minecraft:overworld, minecraft:the_end]
#A map consisting of dimension=chance of spawning. The dimension must be present in the list above, otherwise meteors won't spawn at all. This chance will ALWAYS ovveride the default if present. The spawn chance works as described above. | default= {minecraft:the_end=200000} | type= Map1
dimension_chances:{minecraft:the_end=200000}
#The same as above but with a possibly different chance at night if enabled | default= {minecraft:the_end=100000} | type= Map1
dimension_night_chances:{minecraft:the_end=100000}
#If set to false will behave like a blacklist, aka meteors won't spawn in those biomes. If true will behave like a whitelist, meteors will spawn ONLY in those biomes. | default= false | type= Boolean
biome_list_mode:false
#A black or whitelist of the biomes in which meteor will or will not spawn according to the setting above | default= [minecraft:cherry_grove, minecraft:soul_sand_valley, modname:modbiome] | type= ListN
biome_spawn_list:[minecraft:cherry_grove, minecraft:soul_sand_valley, modname:modbiome]
#A map consisting of biome=chance of spawning. The spawn chance works as described above. The meteors must be able to spawn in those biomes, otherwise they won't! | default= {modname:modbiome=2025, minecraft:desert=19990} | type= MapN
biome_chances:{modname:modbiome=2025, minecraft:desert=19990}
#The same as above but with a possibly different chance at night if enabled | default= {modname:modbiome=2025, minecraft:desert=9995} | type= MapN
biome_night_chances:{modname:modbiome=2025, minecraft:desert=9995}

#If true will use a spherical explosion instead of the vanilla cubical one. These look nicer at higher explosion power/ranges, but after power 100 become quite laggy. | default= true | type= Boolean
use_better_explosions:true
#How far should meteors be rendered. WARNING: YOU NEED TO RESTART YOUR SERVER AND CLIENT IF YOU CHANGE THIS VALUE in order for it to take effect. It is multiplied by the 'entity render' distance of the server | default= 200 | type= Integer
meteor_render_distance:200

#If true, there will be a chance that meteor showers will spawn (a lot of meteors spawning at the same time & place. it can also cause brief lag spikes, nothing too dramatic tho) | default= true | type= Boolean
meteor_showers_enabled:true
#The chance for a meteor shower to spawn (on top of the normal meteor spawning chance, so it's meteor_spawn*meteor_shower spawn) | default= 100 | type= Integer
meteor_shower_chance:100
#The minimum number of meteors that are going to spawn in the meteor shower. | default= 5 | type= Integer
min_meteors_in_shower:5
#The maximum number of meteors that are going to spawn in the meteor shower. | default= 20 | type= Integer
max_meteors_in_shower:20


